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General Discussion / Re: Low Tech ship non viablility
« on: May 18, 2020, 08:42:50 PM »Well, a lot of the low-tech stuff tends to be "meant to be pretty bad", but that's not the design philosophy of low-tech, that's just many of the "intentionally bad" ships happening to be low-tech. E.G. the Hound, Cerberus, Buffalo Mk.II, and the Condor, are all low-grade ships, so if they generally don't work out - especially past the early game! - that's to be expected. They're supposed to underperform, for various reasons.
Really, in those size classes, the only "proper" combat ships that are supposed to be up to par are the Lasher and the Enforcer, so I wouldn't lean too heavily on the other ships when trying to analyze things.
(That said, I know what you mean in general; it's largely I think a question of progression. I'd generally agree that the early game flies by too fast right now. The skill revamp should help here, too - not specifically by extending the early game, but by encouraging smaller ships/fleets in several ways...)
(Edit: the Condor's not too bad, really, btw. The Drover is just an enormous outlier, so, I don't think it's a great point of reference. It badly needs the nerf bat, and has had an appointment with it.)
See i'm a little sad to see the buffalo on that list. One of my most memorable moments of feeling like I was getting "good" at the game was when I was using those to really punch way above my weight. It took some clever fleet/character design, and still was hard to manage due to all the other reasons i mentioned, but it's a good feeling to feel like you're mastering the games mechanics vs just "buying the good ship".
Granted it's not like I have any complaints with the balance in the grand scheme. This game still avoids many common land mines that other devs just faceplant into and ruin games with, so more just food for thought i guess.
Don't miss his point that it is as easy to acquire mil-grade ships as it is the meh ships.
Had the game up so I popped into Mairaath and lo and behold a pristine Afflictor and a pristine Centurion on the black market. Open market has a 2 d-mod Wolf, not bad.
Pop over to Port Tse: 2 pristine Shrikes, pristine Drover, 1 d-mod Wolf, and a 3 d-mod Omen.
Between the same markets there are 6 Shepherds, 3 Mules, 2 Condors, 1 Colossus III, 1 Buffalo2, 1 Hound, 1 Cerberus, 1 Lasher, 1 Gremlin, and 1 Wayfarer.
Discounting the Shepherds and Wolves, that's 6 ships that can last you the whole game vs. 12 ships you will ditch sooner or later, assuming you use them at all.
Maybe black market ships should have a quality penalty.
What I think I want is for it to be harder to acquire mil-grade ships, but less of a lottery to get the rare ones. Popped through several TT markets - several Drovers and Afflictors, zero Medusas or Tempests.
Yeah i'm a big believer in making things special through specific scarcity. Not rng loot things but like "yeah X planet is where you find Y ship, but only if you've done A thing, can do B, or will risk C".
Just toning down ship availability in a few ways might do a lot to make planets/systems themselves more memorable (i know the names of like 2), and make acquiring specific hulls more of a moment (and help the salvage game).