#The new ships and their soullessness

1 messages · Page 1 of 1 (latest)

hard trail
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So for the last few months I have been noticing a change I believe to be generally negative.
Old ships are quickly being replaced by newer ships that are more combat effective and quote unquote better aesthetically (we will get to this.)

I believe this to be, well, bad. These new meta ships often lack any of the fun of the older ships, not to mention raise the difficulty a lot especially with ship designs later on being often overly brutal. Competitive designs make their way in on ships like Monolith's Destructor flagship, which has become my new least favourite ship due to it featuring a tactic that is blatantly unimmersive for Career.

The focus on missiles later with everyone but Cabal where it is outlawed specifically is uninteresting and very overpowered, requiring fleets of specialized anti-missile ships instead of the sane requirement of a flagship with a decent amount of PD and flak.
THIS. IS. NOT. ENJOYABLE. TO. FIGHT. AGAINST.

Aesthetics.
The new paint/design styles lack any of the fun or unique vibe of the current styles. Destructor, Emancipator, and Kingslayer for example all are heartless ships that have no unique appearance and lack more than basic resemblance to the soul of their origin faction. Neither of the first two have any of the oddities of old Monolith and I couldn't tell you Kingslayer was a hobbled together piece of junk if you threatened to stab me.

Yes, in the end, I personally would rather fight older, weaker ships with more personality and a better difficulty curve than see them slaughtered for "combat effectiveness".
Can Opener we will miss you forever o7

This was a passionate rant from a Career lover basically here to ask this "revolution" of ships to cease at once. Bring back their souls.

brazen mason
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Honestly I see where you are coming from, I don’t believe that getting rid of all of the new, ‘competitive’ ships is correct. More so a balance is needed, there will be people who want a bigger challenge, this that want to enjoy and immerse in the soul of the ships they fight, or those that don’t care.
There is room for soul in even the most formidable vessel, it’s just depends.

dense kettle
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I do not have the fun looking of looking at build-ins to get a grasp on pretty design and hull shapes

vivid ember
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I really hope this gets the attention it deserves, I've noticed this trend too and, being a pvp player myself, it pains me to see pvp-esc ships increasingly spill over into career, seeing how the skill floor for pvp is absurudly high even barring the piloting requirement, not to mention the extreme ugliness of recent pvp ships cough ultralights cough

I'm fine with seeing things like ion cruisers in the game since they're "off-meta" pvp wise and can be made into ships that are aesthetically super cool but we do not need fucking MISSILE STICKS cough augustus cough

Waiting for corpo to get in here and rant about flamepincer, so here's a side by side of the old and new versions

Bring back flamepincer

dense kettle
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And there's are ways to make a powerful yet prettiest ship, see Lancea Libertatis

violet kettle
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agreed

edgy spire
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just implement the unused difficulty 1-3 system

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it's separate from threat level

vivid ember
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Lancea Libertatis, for those unaware

shadow atlas
edgy spire
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WOKE opinion: i like the new ships and their combat effectiveness

shadow atlas
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I definitely agree with OP regarding the statement about what caeer is supposed to entail. One of the ships I find are too common are railkiters, which are not particularly fun to have to engage with regularly.

I think the new ships look really good, but they are clearly build more about being efficient killing machines (which itself is not unreconcilable) and a general lack of (maybe wacky) inefficient but more unique looking ships that are a bit more wacky or provide more diversity to the existing ship pool.

edgy spire
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i think the lategame ships should be efficient to challange the player just like earlygame you see a fanged fighter
but railkiters for example are ehh

dense kettle
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If this trend is going to continue i'd want atleast more design contest

shadow atlas
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To be clear, I don't think existing ships would need to be removed or anything.
I do agree with the flamepincer but tbh I like both designs and both will keep on existing in one of my own mods so I will keep encountering them.
But I do like the old flamepincer having the wacky forward facing missile launcher and it brings something a bit more unique to the table.

edgy spire
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add squib from oem and add the appropriate AI and let them spawn on level 1 systems eyebrowcat

shadow atlas
brazen mason
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Take inspiration from the sovereign class (not Cosmo yes but the principle remains), formidable in combat but elegant asf

dense kettle
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The complete veto given to Blake while hosting official design contests already set the mood.

vivid ember
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I'll bring up my old opinion that the super meta-esc built-ins, if they're going to be in the game, need to only appear on higher difficulties

edgy spire
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can we get a way to have multiple ships of the same name so older builtins exist

shadow atlas
vivid ember
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Why is it in my ensign difficulty

shadow atlas
edgy spire
brazen mason
vivid ember
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literal 1.5 mil elim cg rammer

edgy spire
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on a level 15 sector where the player has a 2x cost ship? :

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hmmm

ember reef
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Yep because most players don't build at the grade of a several year veteran architect

edgy spire
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Elixias? Evil lixie???

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ohmagawd

shadow atlas
edgy spire
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there is trickery afoot

shadow atlas
shadow atlas
# edgy spire there is trickery afoot

When the game added a ship named Cassiopeia (plz forgive my potential spelling mistakes), I had to rename a ship with the same name my mod already had in it.

brazen mason
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Yeh, pvp ships built well follow archetypes, so they all look incredibly similar in their category, which is way less diverse and enjoyable

edgy spire
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despite this the career version of these archetypes look so interesting

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like

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project mythhyolyir or whatever

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it's a morbiter with weird side shields

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funky shape

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i don't know what to say about much, i personally like how the game does these and i hope it inspires players to learn them

brazen mason
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They feel more like a sub-type. In that case, still a very competitive ship

edgy spire
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i think we(i?) should make a different thread about the ship difficulty system instead because this is more about general distaste for the comp-esque ships thonk

brazen mason
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I feel that this belongs here? Idk

edgy spire
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organization maybe

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and separates from the concept of "comp ship career bad" and "difficulty buttons"

shadow atlas
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The difficulties (that are currently unused) could kinda solve this, but I think it won't solve the other mainissue in the long run. One other issue is that if only PvP-like meta ships keep getting added (and maybe the wacky more original designs keep getting modified to fit the meta-ish designs), we're gonna end up with a vast majority of brutally efficient (and more similar looking) ships, with only some of the old designs looking more unique.

edgy spire
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the price to pay for more ships

shadow atlas
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Why?

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There are other options avilable to us

vivid ember
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That's not a valid point when older ships can simply be left alone as easier ships to fight, if anything that would help with getting more ships

shadow atlas
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Like someone already mentioned the design contest ships looking more unique, I think adding more of those could alleviate the main issue here.

vivid ember
shadow atlas
vivid ember
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Bring back flamepincer

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Ya know what, I know who to ping

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@flat basalt

shadow atlas
vivid ember
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?roadmap

last remnantBOT
shadow atlas
vivid ember
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Wait this isn't it

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My bad

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I don't actually remember

edgy spire
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frogor Frogeline

flat basalt
edgy spire
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because youre monolith corp o

flat basalt
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no I'm corpo

vivid ember
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because i remember you brought up how flamepincer got murdered and you have a really good sense of aesthetics

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do you have a list of these similarly soulless ships

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just if it already exists

flat basalt
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I don't have a really good sense of aesthetics but I do hate the new flamepincer with every nano angstrom of my being

vivid ember
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perfect

flat basalt
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I don't have a list

vivid ember
edgy spire
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ping architects you ussies clueless

flat basalt
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hold on gotta open discord real quick

edgy spire
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behind back behavior real

flat basalt
vivid ember
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Vilda would probably like to know about this yeah

edgy spire
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i'm not the one complaining about the designs

flat basalt
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you suggested it

edgy spire
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yes

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go on honestly

shadow atlas
edgy spire
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but the people who were discussing are gone for now

flat basalt
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chapter 1, vilda you should never remake ships ever again

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chapter 1.1, vilda you should never remake ships ever again, other people

hoary tusk
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I've been saying this for a long time now, #make career ships great again

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for me the most powerful ships were always supposed to be imp ships but even then they shouldn't be meta (like the dom cannon wall ones that can't even sustain their thrusters and have no hyperdrives)

vivid ember
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^^^^^^^^^

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I'll quickly get those

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These are totally inexcusable in my opinion

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Like, they got aesthetic-fied but they do not belong as faction ships

flat basalt
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direct imports

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thanks saris

vivid ember
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i love how the cannons are angled in the official ship files

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they're not even straight

hoary tusk
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also just in case someone says all the creative and fun ideas have been exhausted, I have never seen an alpha emp ship, and that would be a fun thing to encounter imo

vivid ember
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🔥

violet kettle
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keep in mind that the architects have a difficult job and that they are doing their best

hoary tusk
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anyways I need to do something for school so can't talk more yet, will be back later

flat basalt
vivid ember
flat basalt
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you might encounter one without emps

vivid ember
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they did it before

violet kettle
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yes but creativity is a fickle and thing

hoary tusk
vivid ember
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then at least revert the reworks

hoary tusk
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anyways me gone

edgy spire
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the reworks were made for a reason

flat basalt
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chapter 2, disappointing that these were remade

edgy spire
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?????

vivid ember
edgy spire
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they look cool

shadow atlas
vivid ember
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besides, non-meta, slightly less combat-capable ships have more room to be interesting

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these ships above are just...ships

edgy spire
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they look just as unique to me but maybe it's pvp player bias on your parts idk Shrug

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prevention of name conflicts and keeping old ones would be nice

vivid ember
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corpo is not a pvp player (anymore)

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also ???

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(name conflict thing is valid though, and i'd like to see old versions at least kept in the files)

shadow atlas
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These are some of the older designs (but upgraded ones but they should look almost identical to the original versions these were based on).

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For ease of comparison

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There are more ships that got updated at some point. Most minor, some a bit more extensively.
A couple also got renamed.

shadow atlas
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though adding only meta ships from now on would be

edgy spire
shadow atlas
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I'm a bit thorn on the ships that have already been added, as I also like the new designs. But I do agree that these new designs are a bit leaning too much on being brutally efficient and difficult to kill while sacrificing their unique blend of traits that are more in line with lore (like Fringe being a trashcan faction of sorts now getting designs that are clearly well thought out and look amazing! But they don't look very fringe to me except for the paintjobs which, again, look amazing).

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Personally I'd be ok if the ships that are going to be added in from now are more akin to what the lore of the factions suggest. I don't mind the somewhat less efficient designs (I actually like having unique ridiculous ships in the game (like Banshee, lol)), but I wouldn't want the meta-ish ships already in the game now to be removed either.

And like I said, I will keep encountering the old designs anyway because of the mods that I use, but I can certainly understand this is not as good as an alternative for everyone

edgy spire
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idk the names of all of the architects but i'll ping them

flat basalt
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i know them all

edgy spire
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vilda door hatter oneye immaterium

saris

flat basalt
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well you got them all

dense kettle
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cosmopyr 😔

edgy spire
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@neon current @unreal geyser @fossil osprey @vast lava @glass zephyr @naop (clueless)
heads up since this is about the builtins

flat basalt
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you overshot

edgy spire
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top of thread #1247857808066744401 message

flat basalt
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naop's just your average pvper that went kaput

hoary tusk
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I'm back for more talky, tho I see most of the important stuff has been mentioned already

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Immtrm gonna banish us with a 500 page essay

edgy spire
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quick!

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also hi walt

hoary tusk
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oh didn't even notice him

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watching like jor jor well

edgy spire
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i haven't seen a ping so i think he entered on his own

glass zephyr
# hard trail So for the last few months I have been noticing a change I believe to be general...

It seems that the main complaint is the combat difficulty, huh?

End-game ships usually should be a challenge for players, not something that dies very fast. Regarding Destructor, it's not a even competitive ship by measures of PvP meta for the last year. What exactly wrong with Destructor in your opinion? I'm guess it's mine launchers, but then where complaints of numerous Imperium nuke ships, that teach you the importance of ship movement as nuke dodging?

I can see the problem with missiles in end-game and it's double-edged sword for balance and for aesthetic ships. It seems the main complaint is that there always necessity of specific fleet to deal with missiles, but there are also other ways to deal with them. If you don't want to try or use them or find them also unfun, well, something like "I hate late-game HE missile built-ins" mode would be solution. And if these type of ships would be just deleted from now, it would be not a best solution.
Also Xsnow noticed Lancea Libertatis as a pretty and powerful ship in one bottle, but this aesthetic carried by missiles. "Is it fun?" or "It has soul or it's soulless?" Kingslayer also carried by missiles.

Aesthetics
It's a bit a subjective first of all, especially something like "personality" or "soul". I can't see what wrong with Emancipator and Kingslayer (maybe Vilda knows?) Destructor already has updated version from aesthetic side and should appear in the next update.
What about replacing already existing old ships by their updated versions, it's indeed a subtle process. Personally, I'd leave couple of them unchanged but it's prerogative of their author.

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.
.
Difficulty modes with the appearance of different ships sounds interesting, but needs more discussion. And about difficulty...
"If you want win with more casual ships, just lower the difficulty" But then it will not teach you how to build and play well, because it's just strong ships with decreased stats.
If lower difficulty not decreases stats of ships but instead replaces strong designs with weaker ones, then it is the same problem, but it's better than experience distortion while stats are modified in classic way +hp -dmg etc.

glass zephyr
edgy spire
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when i initially meant by difficulty it's that unused 1-3 value on builtin's rules files

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(i believe)

copper cloud
edgy spire
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i think it was edited? i cannot make sure

hoary tusk
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I think the main issue is that even if ships look good and are strong (this is good, don't get me wrong (unless abusing the speed meta, I hate current kiters and rammers)), they aren't unique. What I love about the first system ships is that all of them use weapons and armor in a different way, intead of late game armor brick, shield and DC/missile spam, best acompanied by turning it into a boring kiter.

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I think the focus rn should be on creating interesting and unique ships instead of strong ones (tho if you combine the two then you're amazing)

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the new ships could either be left in or temporarily removed until they're reworked

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also a simple way to increase difficulty would be to have more enemy ships, tho that (and most of this thread too) requires smarter ai and might impact performance slightly

copper cloud
glass zephyr
edgy spire
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makes sense

edgy spire
glass zephyr
edgy spire
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i think unique in fighting style but thats very broad of a term

hoary tusk
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a ship can be both unique and strong, but it's hard to pull off

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for me unique is anything that will make the ship stay in my brain

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a strong ship can be unique, tho only if the strenght is a rare sight

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most new ships aren't unique in anything so I don't remember most of them

glass zephyr
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Fighting style of most existing built-ins is just "shoot face to face". Definitely more unique than auto-orbiting, of course, of course. While AI 2.0 doesn't exists there only archetypically-defined (ship type, combo of weapons and etc) fighting style can be.

hoary tusk
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I think what's more important is how you fight the ship instead of how the ship fights

glass zephyr
hoary tusk
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ofc not every single ship can be unique to everyone

hoary tusk
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if you play using cannons you will face different challenges, with some ship fights being more memorable than others, but if you use lasers the uniqueness of each ship is different

dense kettle
dense kettle
hoary tusk
dense kettle
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Look at cosmoteer classic for exemple

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Most ships are eye striking because they all won a community vote and are among the most appealing aesthetically, that give contrast to the architect rush for efficency and balance.

hoary tusk
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there's no need to make ships good at everything and be a basic built-in, play rock paper scissors with the ships (as well as other things, this is just one part of being unique)

flat basalt
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oh boy it's him

glass zephyr
edgy spire
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hi vilda ³

hoary tusk
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ehh it just feels like meta rock paper scissors, not career rock paper scissors

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keep in mind casual players make casual ships

neon current
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Agree with Immaterium, the newer ships are a lot more varied and unique than the original early-modern ones were. The "super meta" ships are all counterable and fill a niche that was previously absent from career. Generally, I think built-ins should:

  • get harder as the game goes on
  • be varied enough that no single player ship can trivially beat them all (without a massive price advantage or complex piloting)
glass zephyr
hoary tusk
neon current
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I feel like a lot of the more experienced members in this server also significantly underestimate the skill and adaptability of the typical career-only player.

edgy spire
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indeed]

hoary tusk
neon current
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I mean, I like Destructor a lot, but I don't see how it's any more "meta" than Shesto or Alexander.

late sage
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i try to add both combat effectiveness and looking cool to my ships
i wont make many sacrifices for aesthetics though

glass zephyr
hoary tusk
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it's great when it is strong but it inherently doesn't have to be

edgy spire
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making mines great again

neon current
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I genuinely don't see how someone could think ships with offensive mines are "less unique"

hoary tusk
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the mine ships are cool yes, overall the most recent ships are unique enough I think, tho some still feel too meta, like Qin Shi Huang with it's giant armor brick in the front and nuke spam

edgy spire
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thats normal imperium barge, actually normal ship behaivour wdym

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😭

neon current
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That literally hasn't been meta for years. Actual "meta" ships are impossible for the AI to pilot, since they're way too fragile and require precise piloting.

echo pulsar
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“Soulless” isnt a valid critique of ship design. I dont think theyve gone too far into meta brick syndrome aside from a few designs. My personal gripe is simply that i dislike new monolith specifically

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The style looks so boring now

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So many ships look technically fine but really just copy paste patterns and look boring overall

edgy spire
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its corporate and it looks unique to me specifically Shrug i can't really see what people are talking about

hoary tusk
hoary tusk
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I just mean boring design that's also strong

edgy spire
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  • "be varied enough that no single player ship can trivially beat them all (without a massive price advantage or complex piloting)"
echo pulsar
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No offense

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Theyre still aesthetically fine

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But i feel like as people polished the monolith style they kinda also made it excessively formulaic

hoary tusk
edgy spire
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"no offense" 😭 that doesnt change the meaning

echo pulsar
neon current
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There's only two active architects now. Previously Monolith had the most amount of contributors out of all the factions, I think.

echo pulsar
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I dont care about combat difficulty myself either

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I think its fine aside from how random chance plays much more a role in how hard missions are now, which will probably be ironed out soon

edgy spire
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more debate less arguing if possible pleading

echo pulsar
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Is the argument in the room with us right now

hoary tusk
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Immtrm having a similar style doesn't help as well (tho it's great there's a new architect)

edgy spire
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The solution? new weapons eyebrowcat

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there has been 0 modern energy weapons (mining laser is not allowed on career ships and does not count)

echo pulsar
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Like, many larger monolith designs were also asym back in the day and had weird design quirks, but now we seem to have mostly ditched that design for 1.5mil deck gun rammer

edgy spire
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personally i think warden is a bit sad

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its very old and looks off from other monolith ships, mid-old and new

hoary tusk
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I think it is pretty cool, varied designs due to age aren't bad

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I think Saris was the main architect pulling out assym ships

edgy spire
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i think its more of i look at it and doesnt give me the feeling of monolith

hoary tusk
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I hope he returns one day

edgy spire
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indeed.

edgy spire
hoary tusk
echo pulsar
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I mean isnt it a pretty old ship

hoary tusk
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It was updated by saris "recently" but I dunno when that was

echo pulsar
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At least it has a good personality

hoary tusk
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The only thing I dislike is the second paint block next to the missile launchers

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Looks too boring

hoary tusk
edgy spire
hoary tusk
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Since there's a shortage of architects, why not have some people from the community occasionally submit ships they think might be good for career, with the architects choosing from them and changing stuff where necessary.

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I think the main reason why I'm not an architect (aside from being 17) is that I don't want to create ships forever and ever until I'm burnt out

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I'd much rather build casually and if something sticks just give it to an architect for reviewing

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This would help a lot with ship uniqueness

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Tho be aware that if something like this did exist I would flood it with (not just) monolith civilians at the start :3

echo pulsar
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And now design contests are independent from ingame factions anyway

neon current
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that was walt's decision

echo pulsar
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Huh ok

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It was phrased like it was the architects decision iirc

edgy spire
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😭 blaming architetcs for everything

echo pulsar
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I mean i dont blame you

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The designs from those dcs wouldnt have fit in with the actual factions

hoary tusk
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Yeah and they might still be added as cosmoteers

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But only once that feature is implemented

echo pulsar
edgy spire
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where

hoary tusk
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asking the same question

echo pulsar
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It was literally like a year ago

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That one design contest that involved in game faction designs

hoary tusk
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Yeah I dunno where and what to look for exactly you're gonna have to find it yourself

echo pulsar
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???

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Do you wanna see the message or smth?

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Idk where it is

hoary tusk
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Yeah

echo pulsar
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It was like a year ago

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It doesnt even matter the designs shouldve been rejected

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It was just presented like it was the architects decision to reject them

hoary tusk
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I can't find it myself if I don't know what to look for

echo pulsar
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Again you dont have to find it

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Idk where it is

hoary tusk
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I'd like to see the wording, not to learn who rejected it but why

edgy spire
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january 2024 design contest

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literally mv renegades

static cobalt
echo pulsar
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Probably because theyre a bit janky and unbalanced

edgy spire
vivid ember
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My guess is that mining lasers cannot fire and rotate at the same time

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So the ai is incapable of using them properly

edgy spire
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#ask-walt message

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that too

shadow atlas
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But I wish they are inefficient as attack weapons, if only because they are meant for mining not for fighting and because whatever they destroy gets salvaged into mats with greater efficiency than ordinary weapons.

shadow atlas
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This should be the previous Warden btw (or close to), just for reference

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Comparing the previous Warden with the new one, tbh I don't really have a preference of one over the other

mild jungle
# neon current I feel like a lot of the more experienced members in this server also significan...

This is something I've been noticing as well as I read these messages. While some of the newer late game designs might be more like competitive ships, the AI doesn't exactly know how to pilot them like a competitive player.

Also, we gotta remember: Cosmoteer is a sandbox game. You are supposed to come up with creative solutions to problems and experiment to see what works. You shouldn't be allowed to put a lot of weapons on a ship and just ram it through everything in career because they're wonkily designed.

shadow atlas
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I mean even the old Alexander I like a lot more than the newer one, but still I wouldn't want the current Alexander being replaced by a newer design, even if the newer (hypothetical) design may end up looking even better.

mild jungle
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I honestly don't know if I agree with OP or not - I think that faction ships should always stick to their quirks - no missile spam on cabal ships, excessive large shields on monolith ships, funny shapes on cabal ships. But the player should definitely be challenged as the game gets more and more difficult.

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I do agree in a pinch though that Kingslayer and its smaller versions are not authentic to fringe. When I see it I think "pirate admiral" not "cobbled together mess"

shadow atlas
# neon current I feel like a lot of the more experienced members in this server also significan...

When I watch twitch or youtube streams, the majority of the players have designs that are not very well thought out (can't blame them, they are usually new to the game). They are having fun though and the learning curve to make efficient killing machines is a long one (which tbh I think not everyone will end up being capable off and I don't want to sound like a jerk but it is the truth).
But that doesn't mean they shouldn't be allowed to enjoy the game. I think giving players who are not like years experienced with making designs for Cosmoteer (which is the majority of course) should still be able to defeat the higher tier ships (if only because of economy, but it should still be fun to play against), even if just by great effort and trial and error-ing on their designs.

Also immersion is one of the hooks. Even though I do really like designs such as Desolator and Desecrator, these seem more like efficient killing machines than bits of glued together junk parts that Fringe is supposed to be represented by.

echo pulsar
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This has kinda gotten past the point of “build functional ships”

mild jungle
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I mean, you shouldn't have to savescum - a lot of the designs are still pretty slow (as they should be)

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honestly, a lot of the ships people have complained about in this thread can be easily defeated if you just build a ship that has good shielding, PD, and can strafe

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you can't just ram head on into everything

shadow atlas
# mild jungle honestly, a lot of the ships people have complained about in this thread can be ...

The only ships I kinda have something of a thing against are fast rail kiters, because I'd need to redesign half my fleet specifically to counter them, which is not something I enjoy.
I kinda bypass this issue due to how ai works (they seem to lock onto one ship, which I retreat while it gets pummeled and killed) while other ships are able to flank it and take out some of its engines.

But if ai gets smarter, I have some reservations about how much fun it's going to be if 1) ai gets improved and 2) faster railkiters get introduced.

neon current
# shadow atlas When I watch twitch or youtube streams, the majority of the players have designs...

I see people regularly beating the game with their "not very well thought out ships". A high level of optimization has never been and never will be necessary to beat the game.

Even though I do really like designs such as Desolator and Desecrator, these seem more like efficient killing machines than bits of glued together junk parts that Fringe is supposed to be represented by.
These are some of the most expensive ships the faction has. I think it's more immersive for Fringe's ships to get better designed the further in you get, because it simply makes in-universe sense. This isn't a new development; it's always been the case with late-game Fringe ships like Clockwork or Nemesis.

mild jungle
#

but the majority of the other types people have complained about here really aren't that strong with the right precautions

#

but, I completely disagree with OP that destructor isn't a good ship for career. it is a very specific rammer counter. As long as you don't try to ram it you'll be fine.

neon current
#

The ships that get the most difficulty complaints are usually rammers (understandable) and ships that perform well against rail kites, which I think is a little telling.

mild jungle
#

lol

#

I honestly wouldn't mind more ships that do good against rail kites, they've been a way to "cheat" cosmoteer for a while

shadow atlas
#

Odd...
For me rammers are at worst kinda annoying but actually also enjoyable at the same time. I don't really mind them. I think Banshee is one of THE most hilarious ship encounters I ever had in this game xD

Yes, it is annoying. Kinda. But it's also fun.

Fast railkiters (especially if it's hard to take out their engines as well) are not what I enjoy fighting. They are annoying, but not very much fun for me.
But yes, they are admirable in how good their designs are, don't get me wrong. But I'm also thinking about how enjoyable certain designs are for me when encountering them.

#

Nuke barges are also not annoying for me. If anything, I think they are adrenaline inducing because I immediately know what's at stake and what I'm up against

hoary tusk
#

I think something that can work for casual players against kiters are boost thrusters, tho I don't think most people use them since they aren't used ingame. Making ai capable of using them would make players learn about them, while also allowing for more unique designs.

shadow atlas
hoary tusk
#

Anyways I think most of these problems will be solved with the planned ai rework

mild jungle
#

I'm looking forward to it!

edgy spire
#

railkiters when empkiters walk in (and waste all the money on ammo)

hoary tusk
#

Honestly unless there's been a lot of work done on career 2.5 already I would consider switching the two on the roadmap

#

Since faction wars with a bunch of dumb ships wouldn't be the best

shadow atlas
# neon current I see people regularly beating the game with their "not very well thought out sh...

The vast majority of players I see are in the lower tier systems. I don't really know what they end up coming up with further into their playthroughs, so can't tell much about it.

But I do have a favorite clip of someone using relatively poor designs yoloing into a higher level Imperium system and getting surprised by a higher level Imperium ship, the fight that ensued was I think awesome!
He did end up 'winning', but his fleet was severely damaged in the process. It was great! I'll go look it up, see if it's still on youtube.

EDIT: Well, it's not exactly very high tier now that I found the clip. But here it is (with correct timestamp)
https://www.youtube.com/watch?v=5BamioeQqQE&t=666s

Cosmoteer Gameplay Impression! Cosmoteer is a starship design, simulation, and battle game. This is a Cosmoteer First Impression! Let's Play Cosmoteer!

Let's Play Cosmoteer Part 1! A Cosmoteer Episode 1.

► The Galactic Civil War Begins | COSMOTEER GAMEPLAY | 18 | Cosmoteer Early Access

► Cosmoteer is currently at status: EARLY ACCESS

► Co...

▶ Play video
neon current
#

I agree about fast rail kites being unfun overall, but I also think there should be at least a few ships like that in the game for people to fight, if only because it's a unique challenge that hopefully makes players rethink their strategies and builds.

I think we've mostly been good about limiting those, since rails are one of the rarest AI weapons, and most ships with them don't go much higher than 80m/s in reverse, which feels like a fair enough speed check.

mild jungle
edgy spire
shadow atlas
#

But tbh, I wouldn't want to see even more of them. There's still a few in the game and adding non-railkiters will only dilute their numbers slightly.

hoary tusk
#

Generally the hardest ships should be reserved for imp

shadow atlas
# hoary tusk Generally the hardest ships should be reserved for imp

Perhaps, as been kinda suggested this thread, the af of now unused difficulty settings of 1,2 or 3 could perhaps be used to denote their relative rarity depending on career setting. Having this option even beyond 3 will only make modding more enjoyable as I'd have better control over how often I want to see ships spawn.

As things are now all ships seem to have an equal spawning chance.

Bit off-topic, but I think still relevant to remark.

neon current
# shadow atlas The vast majority of players I see are in the lower tier systems. I don't really...

I'm far more concerned about early-game ships being too hard than I am about late-game ships being hard. If you're even seeing the late-game ships, you're probably good enough to fight them.

My reasoning (and what I've seen) is that players that get to late-game have beaten everything up to that point the game has thrown at them. If you've been dealing with rammers all game, you're probably ready to take on a Shesto. Resource scaling gets pretty crazy the further players get, so someone at lvl 13-18 has a far larger margin of error to work with, along with considerably more flexibility and learned skill in how they can deal with problems.

With that in mind, I'm more concerned about difficulty peaking in the early/mid game and dropping off a cliff afterwards. That tends to happen in a lot of games (including this one) and I think it's always a bit of a letdown when it does. Ideally, I think the difficulty curve should be a gradual climb (with variance) from an easy early game to a more challenging late-game.

twilit heart
#

to me, career is too easy either way

shadow atlas
# twilit heart to me, career is too easy either way

You never even play career. Your only task on this discord seems to cause discord amongts anyone who doesn't fit your poststamped-sized opinion.
You just mass-downvote anyone who's opinion is even the slightliest not what you wnt to se. Heck, you even add odd suggestions and then downvote your own suggestions. What are you even doing here?

twilit heart
#

but it's more so for new players, and i think we shouldn't assume new players are so bad it's an automatic easy mode, so a bit of difficulty for them would be good

neon current
#

Yeah, I mean we're never going to balance career around people who've been playing PvP for years. 😅

twilit heart
#

that and if career is such an easy pushover it can definitely become more boring over time, and make pvp even harder as a bigger gap in difficult is made

hard trail
#

Reading back as much as I can, I'm gonna be real with u Vilda I think this railkite hyperfixation is an issue.
I get the idea of wanting to make players vary their ships more and I absolutely appreciate the vibe. HOWEVER, a ship built to counter a railkite (in this situation) also does incredibly well against practically everything other than bringing in competitive ultralights.
I don't hate the new ships because they are an issue to railkites - I don't use railkites. I have a problem with them because I suddenly walk into the THIRD fight in a row involving over a hundred goddamn missile launchers and I am not fighting Monolith.
It's straight up ridiculous.
Stop it.
If you want specifically railkite counter features like EMP go right ahead. I won't stop you. But test how good that is killing other archetypes too.

twilit heart
#

kites aren't even that good most of the time

shadow atlas
hoary tusk
twilit heart
ocean brook
# vivid ember Lancea Libertatis, for those unaware

omfg. I havent played career in a while so never saw this thing. THAT IS INSANE. it looks amazing and is nearly 50% made of weapon in defensible positioning. Personally I dont feel that career ships' rank should be based entirely off ship cost. The rank should reflect the difficulty and power in combat. This should enable higher difficulty ships to actually feel scary, while keeping the amazing charm the lower ranked ships had.

hard trail
#

A secondary mention: It's not like my architecture sucks either. You shouldn't have to become a veteran architect with 3,000 hours designing ships to make something that can even just survive a fight. Again I understand raising the difficulty as the game gets later, but how it's being done is nowhere near player-friendly.

shadow atlas
hoary tusk
neon current
# hard trail Reading back as much as I can, I'm gonna be real with u Vilda I think this railk...

HOWEVER, a ship built to counter a railkite (in this situation) also does incredibly well against practically everything other than bringing in competitive ultralights.
I don't think this is true at all. A built-in like Thyreos can beat a Thunderbird (the most expensive railkite in the game), but it melts against "fair" ships, including ones half its cost.

Missiles are probably the most common AI weapon in the game, but they're also the easiest to counter, so I think missile spam in general is "fairer" than deck cannon or nuke spam.

twilit heart
hoary tusk
#

They are annoying tho and that's main thing to avoid

#

Boring fights -> boring game

twilit heart
#

well i'd see kites as a sort of indicator to players that they need more speed, as i think a lot of players may just make bricks otherwise

neon current
hoary tusk
twilit heart
#

i think the whole ship class number system is more of not a difficulty thing, and more of a show of how expensive the stuff in that area will be

twilit heart
shadow atlas
#

None afaik

#

So really a pointless remark

twilit heart
#

if all fights were an up close slug of missiles or cannons, then players just make a tanky brick and win

twilit heart
hoary tusk
shadow atlas
#

I never seen an ul nukes

twilit heart
neon current
#

"Speed meta" is undesirable, but I think there should be enough reason in career for players to care about how much thrust their ships have (beyond convenience).

shadow atlas
# twilit heart then go look for one, this is off topic to the suggestion

Dude, I asked you for an example of a ship that does go 200m/s as I think these don't even exist, which will invalidate what you said. Your response is to look one up because it is off topic which is not the case for why would you then have even mentioned it? (unless you were talking trash to begin with, which was kinda my point)

twilit heart
ocean brook
# hoary tusk While that is true it would require a lot of manual balancing that would never s...

like all difficulties in any game, it SHOULDNT fully satify everyone. it is important to have variance in difficulty. the problem however is when you have too great of difficulty spikes.

My first career I was learning how to make ships extremely poorly. it was an ever growing cargo ship with a railgun. it was a rank 6-8 area. I was able to slaughter everything without any problem or threat. then I saw it. a single ship. It was the first Nuke ship I ever saw. It had EIGHT. it was a brick of arrmor with nuke launchers out the sides. my ship was vaporized instantly.

This is a problem because I didnt know the value of defenses. That ship was 1/2 the size of everything else I was fighting, yet it obliterated me in 1 volley after I was dominating everything.

Even if it is a challenge to adjust ships with a combat potential value, I suspect a rating system could be implemented or values from oppinions of new and experienced players to help balance each ship's rank.

I have spent the past month working on a max grid sized dreadnaught. For over a year I have competed with all the max grid sized ships, each time we find a way to obliterate the other. The cost and crew requirements for these ships is basically equal, yet the newer ones have a 0% loss rate with half systems turned off vs the older models. Design plays a MASSIVE factor in combat potential. Rank should reflect this to some degree as a result

shadow atlas
neon current
#

Speed's also going up because we wanted to add ships with modular thrusters. It's kind of hard to make a ship with MRTs slow.

hard trail
# neon current > HOWEVER, a ship built to counter a railkite (in this situation) also does incr...

That is one ship out of dozens.
One.
Ship.
You will not be fighting this one ship in most of your engagements.
Just having a token "look this ship does what you want" ain't passing with me.

Vilda did you know that I have actually practically "beat" Career with a proper fleet of varied ships? It's nowhere near like I'm pulling half my passion from my ass.

Also, spamming missiles reduces things the player has to adapt for, making them promote something dumb like flakwall meta.
...Which btw flakwalls are one of the most brutal ship types in the game and counter everything if controlled well. Epic concept to spread.
I would not be so vehemently against later missile spam if it was not for whatever reason core to nearly all ships. Even (and I will be passionate here) butchering the Imperium to spit out a fucking campfire fork with ONE HUNDRED AND TWO missiles and nearly no nukes. WHY.

twilit heart
#

that is true, mrt's are kind of not slow

ocean brook
shadow atlas
#

Also having to build a counter specifically for one type of unit is also kinda a telltale sign something isn't very balanced, which I suspect railkiters are in this game.
I wouldn't even have much issue with them if it were easier to EMP them to slow down enough so my ships can at least catch up to it or something.

neon current
hard trail
shadow atlas
twilit heart
hoary tusk
#

Maybe to get proper feedback from new players there should be a subnautica like feedback thingy, maybe as a mission with a small money incentive

shadow atlas
hard trail
#

Your ship designs I would like to see a couple for proof

shadow atlas
#

Clarify?

#

Proof of what?

hard trail
#

Experience

shadow atlas
#

Experience of what?

hard trail
#

Trusting merely some text is a terrible idea

edgy spire
shadow atlas
hard trail
#

If you have such experience then you should have mods and ships to back it

shadow atlas
#

To back what?

#

Clarify?

edgy spire
#

Sircampalot has mods and ships to back it but ????
don't gatekeep opinions

#

shrug

shadow atlas
#

Anyway, I'll be back in like an hour. Should give you enough time why I should even want to comply

neon current
hard trail
#

And so it now overdoes it with missiles, what a death spiral.

shadow atlas
#

Anyway, what does Lixie have to offer to me?

glass zephyr
hard trail
edgy spire
#

"Extended tech tree mod"

hard trail
#

LINK.

edgy spire
#

i'm unable to open steam properly at the moment

ocean brook
#

what is this derailiing topic regardling player experience having primary sway over the value as feedback. I have 80k + hours of gaming over my life. less than 2k of that is cosmoteer esk games.
some players Cosmoteer could be in their first 1k hours of ever gaming.

Why would any of these opinions not matter?

Experience only aids us in determining relative difficulties. a new player is still going to find problems that experienced players could have forgotten or never ran into.

Part of Cosmoteer career's charm is in the sci fi ineffective design aspects. I like seeing the progression toward more effective combat designs, but I also want to see large aesthetic ships. its far nicer to see those massive pretty ships have some kind of chance in combat

#

Ranking fully acounts for this, it just needs balancing

edgy spire
#

i think you're going too agressive personally, lixie
i'm sorry. and i don't know how to help

ocean brook
edgy spire
#

it was the original topic so its not derailing

hard trail
# edgy spire i think you're going too agressive personally, lixie i'm sorry. and i don't know...

Because I'm clearly at this point talking to a brick wall

Vilda simply and clearly said "nuh uh" to changing anything because RAILKITES are somehow such a thing that the rest of the game should die in favour of making them less meta.
It's goddamn clear that nothing being said here is being taken into consideration beyond defending the ship designs.
I am loathing and infuriated by the thought that unless someone with proper authority orders things to back down and ships to be more unique and varied, Career will become a soulless hell with hundreds of missiles fired every lategame battle, and somebody thinks this is good.

hoary tusk
#

I think what we need is just a bigger variety in architects

edgy spire
#

search for walt's email and query rivwink

#

discord search ask walk for more details

#

(theres just the email)

ocean brook
#

This trend of more combat ships in career seems to pull a lot of players that I suspect rarely play career.
Seems to had hit home on a lot of our values so our opinions are flaring against each other. easily more than double the highest reply count of all feedback in the past week.

hoary tusk
#

Vilda's more "soulless" designs don't hurt here and there but if the entire game relies on his designs it's bad

hard trail
#

Absolutely agreed

edgy spire
#

this isn't something that "changes night to day" with 2 paragraphs, it needs more time to see results
whether anything changes... unsure

hard trail
#

Ships with more varied weapons and fighting styles is especially how you make a varied fight. ESPECIALLY ships that can use a good counter on your side, but aren't completely necessary to have a counter for.

edgy spire
#

you could brute force you way too easily

hard trail
#

And that's not a problem to me - why make it not an option?

hoary tusk
#

Even once I'm 18 I'm awful at working on one project for a long time

neon current
#

Well-thought out, actionable feedback is read and considered. Swearing, caps lock, and calling things "soulless" isn't particularly productive if you want to make a persuasive point, though.

hoary tusk
#

I prefer putting my ship ideas out there and hoping architects use them

edgy spire
#

"Roko's ballistic" never happened,,, sad
Roko's revenge is a thing though iirc

#

and i'm off, brb

hard trail
hoary tusk
#

Not soulless and unique mean the exact same thing, the ship stays in your brain because you enjoyed fighting it

#

Those can be both cantiloupe and orion

hard trail
ocean brook
# hard trail Because I'm clearly at this point talking to a brick wall Vilda simply and clea...

There is definitely soul to both these ships. but what of ships needed to take them down? These things are the result of months of optimization and adjustments. Very few players will want to do that

This is the final form the base game is capable of. personally, I dont think it is wrong to have such insane ships in the game, but it should be in a location that you know what you are getting into

hard trail
# hoary tusk Not soulless and unique mean the exact same thing, the ship stays in your brain ...

Well no, they only mean the ship stays in my mind
To me the fun and unique ships always stick around because they have such unique fights and challenges that you gotta work around
The soulless ones are painful, overpowered, and add nothing but misery to my lategame experience
I did not enjoy fighting Kingslayer or Augustus whatsoever even if AfN and Executor were some silly fun challenges

hoary tusk
#

Oh I said soulless instead of not soulless oops

hard trail
#

Ah oop

hard trail
glass zephyr
hard trail
#

Then I kindly and rather urgently request a shift to building non-missile lategame ships as soon as possible
Currently, other than Cabal, it is missile hell - Monolith is understandable bexause it seems their focus, but a few of the biggest Fringe ships are missile spammers and Imperium has been, simply, butchered for them

#

And yes, I will say it outright, I would rather fight a cooler looking Augustus with nukes rather than missiles
Go ham

plain field
#

Augustus's missile spam does make it weak to heavly armored deckcannons

#

the nice thing about most ships is they do have counters

#

like missils are good for swarms, and swarms are good for things like ioncores,

shadow atlas
shadow atlas
hoary tusk
#

Well at least saris got burnt out I think, might've happened with the others as well

shadow atlas
shadow atlas
#

It feels so satisfying to have a new awesome project finished and ready to go! But to get there it can eat at you, so to say

low pier
#

I think we can set up different ships for different game difficulties

neon current
#

Saris was also a moderator, tournament host, and active at the highest level of PvP. They were great but they did a lot.

I think threads like this and #off-topic demonstrate quite well that spending too much time dealing this community is a psychic hazard, though.

low pier
shadow atlas
#

Personally I think this is a good idea as well. But dunno what career 2.0 has in store for us. For all we know there may already be a better idea somewhere in the pipeline

low pier
#

True

hard trail
#

Babe you've been typing for over ten minutes u good?

vivid ember
# hard trail Babe you've been typing for over ten minutes u good?

I’d like to point out how HE missiles are basically a slap in the face to the player because they require a lot of crew to properly operate, and many launchers to be effective as a primary or secondary weapon.

Using missiles as the player is super inefficient since the primary bottleneck in career, especially with higher difficulty settings, is crew. From what I can tell, the built-in ships were built with cost constraints, whereas player ships tend to be built with crew restraints [still typing but the idea is clear ig]

hard trail
#

o no

vivid ember
#

I don't see this point being discussed but I think it's important to emphasize since the primary difficulty of career mode (at the time of writing, before career 2.0) comes from working with a limited quantity of crew, since shipbuilding materials can be farmed, although it takes a long time. I'll even go as far as to say that the game's weapons as a whole are balanced too much around their cost and not enough around how many crew they require to function

#

To kinda emphasize this point, I'll point out that Augustus has 888 crew

ocean brook
# vivid ember I’d like to point out how HE missiles are basically a slap in the face to the pl...

massively agree on this. no matter how I have tried to add HE to my dreadnaught, they are inefficient. never add damage in locations already being attacked. effectively making them worthless in small numbers and only a marginal upgrade in large numbers. Other missile types can enhance damage in synergistic areas more effectively like nukes or EMP.
To me HE feel more like an all or nothing investment type weapon system.

HE, nukes, and other weapon systems deep in the tech tree are harder to learn from a user's perspective as well so they naturally are less effective when implemented. also ships often designed for completely different weapon systems are unlikely to change for most.

ocean brook
viral torrent
#

I haven't read all 400 or so comments here so this might have been said already but: how about locking more PVP focused ships behind harder difficulties?

this would give those looking for a challenge or inspiration what they want, while those seeking a more roleplay/casual experience can also find that. Both in an intuitive way

idle gorge
#

i have little to do with this argument but all i can say is reverting the vilda remakes to their originals would add a little charm back to the game that was lost after their redesign (glint was visually interesting and everyone is complaining about wanting can opener back)

#

additionally one way to help with this whole drought of "soulless" and empty , uncreative ships is GET MORE ARCHITECTS or straight up give the community a chance to also add their own ships to the many factions

#

if the amount of ships being added is running off four people and the most active (vilda) is the one making "bad" changes according to the community , maybe let the community take control and add in their own touch to the faction ship roster as well?

#

that way there would technically be more variety , and i already know some people are going to go bonkers (looking at you nick) with adding brand new ships , i feel like the civilian ships section of every faction is a little empty even if they are a miniscule , not often encountered thing

#

Cabal's silly and radical designs arent worth much if there arent a sufficient amount for a diverse civilian roster

#

adding my own touch to the pvp archetype spillover , i'd say instead of thinking to add some arbitrary design because "it fits faction and kills good" like a railkite/dc rammer/missile wall , why not instead forgo those ideas , and just make something cool and able to kill? Even if its impractical or plain just unusual for the faction its in , it'll definetely add a little more charm and make ships be seen better than just "this is just another boring [pvp archetype here]"

#

i've made a faction full of ships before , and while it does follow a sort of style and maybe has a few archetypes (cough cough 5 stygil clones cough cough) , its got enough character and visually creative designs to make up for it. Plus the ships kill decently well for their price range

#

Basically : just make something cool , and try not to make it with the idea of it being the most brutally efficient killing machine , or a pvp archetype. Nothing can kill everything it encounters easily , so why bother with perfecting combat designs when you can just make ships that are actually cool and fun to fight instead of pvp inspired rammer/missile orbiter design no.293 but MONOLITH!!

viral torrent
#

While I agree with most of that we must also consider those who find optimising ships fun. Whether that be for campaign or PVP. For those people its very usefull to have a series of ships with effective designs ready to go in the base game.

These are also the players who will likely find fun in greater challenges.

Hence the suggestion to split the designs up by game difficulty. Since its impossible to do both of these things at the same time (Visually interesting designs are near guaranteed to come at the cost of combat effectiveness).

idle gorge
#

then why dont we use the unused difficulty thing few people have mentioned to seperate the cool , pvp-ish ships from the more visually creative and aesthetic ones so that the pvp ones only appear in higher difficulties instead?

viral torrent
#

That my good friend, was pretty much exactly what I suggested

idle gorge
#

happens too much for me

#

i think ill go now and let everyone else deal with this thread

#

i have no buisness being here because i hardly ever play career and are basing my ideas off complaints and suggestions based off other peoples experiences instead of mine

viral torrent
#

Hmmmm, yeah that would make it pretty difficult. Still, a different perspective may still be usefull. Provided of course that it is your own perspective from which you speak. I spent like 90% of my time in creative mode, so i'm just speaking from the last 10% I spent in campaign. And its only recently that I started a new run in quite a while (last time the chaingun, new thruster, and bigger hyperdrives weren't added for reference)

#

Not that I wish to trap you here 😄

idle gorge
#

its fine

plain field
#

i do have to agree with the thing about vilda makeing most of the ships, as you can see from this pie chart he's made 2/5ths of all ships

idle gorge
#

im just keeping myself from accidentally making a wrong move in a place i dont have expertise in

plain field
#

haveint updated it for iminimitrim yet

#

immaterium*

viral torrent
plain field
#

i made a realy big list one time.....

#

there are comunity ships but they haveint technicaly been added to the game

#

they just kinda hang out in the desighn contests folder

viral torrent
#

Damm, that kinda sucks 😦

plain field
#

eventualy to be added as rouge cosmoteer ships

viral torrent
#

Ah well

plain field
#

its a future update kinda thing

viral torrent
#

Guess i've got something to look forward to then

plain field
#

if you get your ship wrecked by a ship called kazaaakilipleth ping me, i made that one

viral torrent
#

I will 🙂

viscid kindle
# vivid ember I really hope this gets the attention it deserves, I've noticed this trend too a...

oh man ol flamepincer was a menace lmao, i encountered like 5 of them sudddenly appearing on radar, i thought "oh 5 enemies, shouldn't be hard to deal with my 6 guns at the front" then they appeared right before my eyes and 5 flamepincers all flying like headless wasps shooting missiles and lasers while my guns slowly turn to engage.

that was funny to watch, my big slowass cruiser struggling to aim and shoot because these pesky ships were too fast lmao

viscid kindle
vivid ember
#

railkites/railcruisers can cheese every career ship

tender knot
viscid kindle
# vivid ember Like, wtf is this

i can literally snap this thing in half with just a railgun shooting the 2 connecting stems between the cluster of thrusters and it will be disabled and out of action

tender knot
#

It’s just thruster spam with missiles

viscid kindle
tender knot
hard trail
# glass zephyr It seems that the main complaint is the combat difficulty, huh? End-game ships ...

I forget if I properly addressed this:
The thing is that many endgame ships are - on an equal basis even ones like AfN and Apotheosis put up pretty decent fights against ships with mid to good architecture, even flat out winning. The current combat difficulty is more than good enough to incentivize players to build better or to build more, and I don't believe that saying "oh but 2x cost diff towards player" is any reason to justify an increase.
not to mention, I always play on Architect/Captain anyways. If ships are intended to be balanced towards challenge, the balance should be tested with more than the easiest modes.
Destructor to me is an odd ship that simply appeared and nothing in its design coheres to explain that appearance. It lacks character beyond the forced feeling mines, especially with the aforementioned, lackluster paint. The mines came such out of nowhere that it feels like a competitive port like the missile barge or the Imp cannon walls.
Missiles.

The thing with missile ships is that of course, normally they're simply a weapon that exists on some ships, as all weapons are. Lancea passes because it is a rarity (an Imp missile ship) that looks beautiful, plays well into the missiles, and even then sports the classic Imperium nukes. It's powerful but it's in an area where it earns it. Augustus doesn't.
The problem I have with Kingslayer and Augustus is that NEITHER of them fit their factions, and both simply spam excessive missiles because Vilda thought it would be funny. They have no character aside from that, and are organized missile sticks and front armor missile bricks respectively.
Many other ships also sport unnecessary missile clusters that hugely bloat the amount of missiles one will see in a game. This is bad. If you made a mode removing HE ships, you would remove nearly every recent builtin (nearly becuz bet ppl will fail to listen) and a very considerable fraction of lategame.
Aesthetics.
The new ships have generic paint with little personality and in general some just look blegh (Augustus).
Sometimes a ship just looks looks like another faction's ship.
Like with Kingslayer it's so atrocious that Antithesis and I found out it literally just fits with Monolith if you give it the Monolith colours. It's a generic Monolith missile/CG brick on the wrong faction.
The giant, same looking white and blue plates are on all the new ships, barely any heart in paint structure like the older ones with their sick decal styling.
Augustus, I'm sorry, is straight up ugly. Like not content with being out of faction place, Augustus is terrible in appearance and has little overall structure. It does NOT tell of an Imperium flagship, or a warship at all.

To cap this all off: Too many missiles, not enough heart, wrong difficulty balancing, Can Opener we miss you ,o,7
Also thankfully Nitro.

hard trail
#

Oh also single best argument against railkite counters - making generalized, widespread counters to a completely niche and specialized mechanic is inherently bad game design

limber summit
echo pulsar
#

Im gonna say that while this is definitely subjective opinion it still is a valid complaint and shouldnt be disregarded. Many complaints are subjective opinions and it doesnt make them invalid

#

The underlying issue is lack of architects

#

This is just a symptom

#

Which is fine to point out, since not many others seem to be doing

#

But i think everyone here has made their point

north patio
#

i do think more faction design contests and/or adding faction SOTD submissions (of course after being reviewed) would be a good call

#

architects should still be the majority of faction ships, but outsourcing some to the wider community would add some much-needed variety

dense kettle
#

I don't think adding SOTD submissions is a good idea. However i mentionned in the past my wish of more design contest (and i do not seems alone thinking that..)

hard trail
# limber summit

I mean i won't deny it but it is the entire point of this entire forum

#

(btw ur ships are really cool I love them)

echo pulsar
#

DCs would be cool though there isnt many easy ways to objectively decide actual 1st 2nd 3rd winners so maybe there would be no voting and just ships would be tweaked/added at architects discretion

shadow atlas
#

(but not all)

twilit heart
#

to me, i think the newer ships look basically the same as the old ones, to the paint to certain design choices, the thing is when you go for larger ships, for example something 1.5m, your weapon choices become a bit limited, missiles is easy to use on a lot of designs, shallower weapons fall off unless you make it a wall like cannons or dlb's,

toxic sable
#

Respect

#

Yeah I've just discovered this thread, and I absolutely agree.

#

Built-ins have degraded from quirky fun encounters with a ton of personality to generic meta wannabes with some aesthetic sprinkles. It's almost if Plaus was to become an architect, also known as armageddon xD

And I don't want to point fingers or anything but the main culprit is Vilda.

vivid ember
#

Yup…
At least the imperium dom tourney ports have been acknowledged

#

For the love of god, if these things have to exist, lock them behind higher difficulties

#

The inconsistency of strength gets me too, you look at a mission with X difficulty but it could be anything from a resource piñata to a fucking ai meta missile cruiser

#

I understand some variation to make things interesting and fresh but this is too much

toxic sable
vivid ember
#

Right

plain field
cunning swan
plain field
#

yes

#

sept i spelt his name backwards i think

cunning swan
#

partly

plain field
#

yeah the pleth and kililk are swaped

hard trail
#

Gameplay.

So you'd think I'd be done passionately bashing the new builtins over the head, that I've found acceptance or maybe some hidden plus to them that was missed before. Perhaps even the header - maybe, just maybe, testing these new ships ingame in proper battles to see what unique things they add to combat. Maybe the tactics they use would redeem the ship designs and make me back off my case.

-_- no.
Things get even worse with gameplay. Most of the builtins I tested simply ran up to a certain distance, opened fire, and expected you to die. Despite the huge amount of missile addons, I don't know of a new morbiter.
This has kinda left me speechless. Yipee.

twilit heart
#

you aren't getting the exciting pvp- like battles, out of an ai

hard trail
#

Orbiters, rammers, ships that spin onto their side before firing

#

These all exist with the AI and examples exist already
(Axlerod, Shesto (iirc), Crankshaft)

static cobalt
#

Ok but making all ships orbiters and rammers is just extremely boring

#

Because those are two very specific ship archtypes

hard trail
#

So is making all the ships use generic RTS targetting - I'm not saying that all ships should be, but preferably more should be

plain field
#

i wonder if you could make a side shuffleing ship that swings back and forth alternateing what side it attacks a ship from

#

like it slides to the left then right

#

cha cha real smooth

edgy spire
#

nah not really possible unless you split the ship iirc

#

no please NO NO DONT ADD RAILFA-

static cobalt
#

Somehow

#

I am not sure how

#

But one of my ships has that as an attack default

#

It is very unconventional to how AI normally attacks

hoary tusk
#

I would move the ai rework thingy on the roadmap right after career 2.0, because it is extremely important to both career and faction wars imo

#

Would solve a ton of issues

shadow atlas
# static cobalt But one of my ships has that as an attack default

I noticed similar behavior in some of the flagships from merchant raiders. Don't remember the exact details, but it is something along the lines of one of the ships in question having long reload railguns mounted on the sides, so when one fires, it will tend to want to tilt the other way so the non-reloading railgun can get a shot off. Same with ships that have most weapons mounted on the sides, it will tend to show one side or the other, tilting.
If the weapons on those sides were to have a longer reload (of say 10 seconds or 20 seconds or so), I think the ai will tilt the ship to show the other side so it can get the shots off from the fully loaded weapons mounted on the other side.

#

I wouldn't say it does it really smoothly, it really depends on one side having much more firepower ready to go and waiting for a clear shot while the other side is either in reload or most weapons are taken out.

toxic sable
#

Ships run up to a certain distance and expect you to die.

#

For kiters the distance is far, for rammers it's up close and personal...

twilit heart
#

Yea, very basic

echo pulsar
#

im going to post my thoughts that i mentioned in #ships here. i think that this whole issue here was borne from the want to make combat difficulty actually substantial. this is a decent idea since career usually pits you in simple 1v1 battles so its usually your design vs an enemy design. so clearly the best way to increase difficulty is to hyperoptimize enemy designs so theyll kick your shit in if you arent running a counter/kiter/avoider.

its generally the result of "must make combat actually difficult" and architects going the route of making the ships themselves better because thats currently the only built in option to directly make combat difficulty harder. i hope that in c2.0 walt adds some other more interesting factor before career becomes a glorified domination practice ground
ship designs dont HAVE to be better

we see that in ftd most ship designs are inherently flawed or inefficient or quirky in some sort
but thats fine because other factors make the playing field even without having every single ship be a meta frontsider bobber abomination

the ship designs themselves of the enemy dont have to compete directly with the player's, since this is a video game and 1v1 battles in the void of space vs a dom ship piloted by a nonsentient ai isnt particularly fun and engaging. it would be much more fun to be pitted against a fleet of fun, quirky, and not really optimal ships in a battle of overwhelming odds, where the difference maker is your piloting and superior design, and not that you finally managed to savescum your way to a counter matchup against a thruster wall.

i implore some architect/dev here to just think about what im saying, as i do feel that this trend of enemy design could cause irreparable harm to career and its enjoyability if it continues without being critically examined

hard trail
#

There are a metric ton of morbiter and other orbiter designs such as Axlerod and Project Mjolnir

#

Making a ship do something that isn't run you down and gun you down isn't an uncommon thing for now

toxic sable
#

Heck yeah, only Project Mjolnir and Daedalus existed back then!

hard trail
#

Yeah there's a ton more even Cabal ion orbiters

toxic sable
#

Now you ''blep,''

Tell me you aren't a newbie without telling me you're not a newbie.

hard trail
#

I built a 6-dc with 888k cost that could take down Auditor still pretty proud of that
Also I know what locking is I suppose

static cobalt
#

Now you nick and blep, tell me that you are a skibidi Ohio rizzler without telling me you are a skibidi Ohio rizzler

#

Yeah... Get owned libtards 😎

spare vault
#

Why was i blessed with the misfortune of seeing the message above me?

toxic sable
static cobalt
toxic sable
#

Me when I answer ironic humour with more ironic humour:

toxic sable
static cobalt
#

Also yeah we should stop shitposting in here

echo pulsar
#

Wake up guys 4 new dom ships (monolith builtins) just dropped

vivid ember
#

tb missile orbiters, very interesting

#

Is the AI even capable of using the tb? I don't remember

#

Comparison to a pvp tb missile orbiter

dense kettle
warm pawn
vivid ember
#

I love how mines have begun making their way onto more and more built-ins now that mines are huge in pvp

#

It may just be a coincidence but I just find it funny

violet kettle
vivid ember
#

Context: This thing

#

This thing is so much more interesting than many of the other recent built-ins

Easy ++ for me

reef thorn
#

I love the many different weapons it has, lots of variety.

vivid ember
#

Let's bring some more positives to this thread, big lists of "don't do this" are much less useful than a short list of "do this"

vivid ember
#

I'll lead by example :p

These are all newer built-ins that I really like, that rock fringe style paint is awesome (and more awesome with excellent ship shapes)

All these feel cleaner than older fringe but not too clean in my highly subjective opinion, my favorite of the four probably being Graverobber. I was a bit confused why Can Opener was changed to "Desparado" but I really like the remake shape and paint-wise

I feel like Desecrator would've been a bit better off with MRT but the logistics for it are wack, requiring LRs/MRs close by (and it's already painted) so I don't take much issue with it. I like how the deck cannons aren't all facing the same direction, it's a nice detail that's kinda easy to overlook but it does give off a bit of that jank vibe. No further comments on it and Desolator, great work

hard trail
#

I would have simply posted in #"Built-in Feedback and Misc Errors" if I felt the ships were cool in some manner but needed tweaks
However the ships to me are irredeemable and will make a ton of players quit, and will suck too much fun out of campaign, all while lacking much new or... being competitive archetypes???? Might as well add avoiders at this point and suck even more soul out of career
We may quote unquote underestimate the adaptability of new players but I feel like ppl also underestimate the ability to press "Quit Game" and "Exit"
Trust me I've been fixing up another game with balance issues lately because of this exact same thing, someone misbalanced and made things too hard and uninteresting
and many incoming players quit from it

hard trail
#

I wanted to say cuz of the recent drama - I do not dislike ANY architect for their work and I DO NOT condone anyone going after them due to their ships.
Any feedback on the issues with built-ins, regardless of the tone hurled at it (I admit my aggro) should be directly hurled at the built-ins.
I made this thread because of my knowledge of difficulty and game design telling me that adding such ships with such balancing would severely affect combat diversity, teach nothing new, and force new players to do something other than learn to build better. (copy or straight up leave the game)
Unfortunately I can't let this sit still as I passionately don't want to see Career rot. I would love to drop this with a proper solution and let it go to history just as much as anyone else.

static cobalt
#

I just think the new paint jobs are ugly

#

And ig it is just a cube

#

I don't mind the weapon selections

#

I just want more shape

#

Other than cube

#

Also I kinda dislike internal thrusters as they just leave a big hole inside the ship

#

But other that visual and design stuff, I dont think that using good weapons will make people outright quit

shadow atlas
toxic sable
warm pawn
#

That was Immaterium

static cobalt
#

How many active architects do we currently have?

limber summit
# twilit heart

I don't know why you posted this, but do you mind if I take it as inspiration?

static cobalt
#

Or rather multiple that can be customised

twilit heart
static cobalt
#

Especially one similar to classic cosmoteers which was about if enemy fleets should spawn and how many

twilit heart
#

i designed that in like 1 or 2 minutes

limber summit
#

It's a very charming design nonetheless

plain field
#

actual archetctas are: Walt Destler, Vilda, Saris, Door, David Billingsley, Immaterium

limber summit
#

David Billingsley nor Walt are primarily ship designers (not architects) and you've forgotten 0neye. Cosmopyr was an actual architect as well but has since disappeared completely.

plain field
#

FacePalm , i thought i might have forgot someone.....

static cobalt
limber summit
#

0neye is still on-server and has a discord account

north patio
#

he's quite active on excelsior, handling admin stuff there

amber atlas
#

I actually really like the recent increases in difficulty. Career was always way too easy and actually taught new players bad weapon design in some cases. The newer, more powerful ships are still off meta enough to be interesting.

With the monolith paintstyles I agree tho. Old monolith paint was more pastel and more complex. Not to say that the new paint styles are bad, but there was a distinct shift towards a kind of jarring boldness to the strokes.

vivid ember
#

Subjective opinion i suppose

amber atlas
# vivid ember That's the new one

Maybe it's the case that new ships are a mixed bag. I can see what you guys mean with too meta-esque with the missile orbiters. But in this thread alone there are many examples of excellent new additions - both in terms of difficulty and aesthetics.

limber summit
#

Okay I'm curious as to this thread's thoughts on this ship

echo pulsar
#

Looks good to me

amber atlas
limber summit
#

I'm very impressed that the first two responses are directly in opposition

amber atlas
#

lol yeah

flat basalt
#

my rust is getting to me

#

I can't give a single thought

#

though I'd say it has some personality to it

amber atlas
amber atlas
#

The paint looks cool, but that's all it has going for it. The shape even detracts from the paint.

flat basalt
#

did I drop my crown and pass it on to you
you're sounding exactly like me

amber atlas
twilit heart
amber atlas
flat basalt
#

it's very barebones and fragile nature contrast monolith from where I see it

twilit heart
#

I generally like that type of shape of ship, and the paint's pretty good too

#

Also a bit of bias from my end

flat basalt
#

I'd say it actually helps it rather than hurting it

flat basalt
#

I dunno
this is probably just me trying to subconsciously damage control

twilit heart
limber summit
amber atlas
flat basalt
#

funny contrast brings personality

amber atlas
north patio
flat basalt
#

chalk it up to me being bad at game design I'm done here

north patio
#

a very big and wide front and then 2 little nubs for a back

#

idk it just isn't really a shape that properly makes sense, imo

#

in contrast to the second ship you painted in the stream, it's very obvious that its design isn't based on aesthetics or wanting to be a monolith ship, it's apparent that it was originally or was based on a ship made to be effective

twilit heart
#

Sometimes you got to get a bit more creative when building in space, since any shape in space works equally

#

Not all things have to be a brick or stick

north patio
#

it works in-game, and i will agree that this shape makes for an effective ship

twilit heart
north patio
#

you need to worry about storing fuel, heat dissipation, radiation shielding, crew habitation space, and a bunch of other things

#

but that's besides the point and not relevant to the discussion

twilit heart
#

Why bring that up

#

Don't be so single-shape minded, get a little creative with the shapes

#

Else it will only make it even more bland to do the same shape and paint the 7th time in a row

north patio
#

there's variation possible without making a ship look unbalanced and structurally odd

echo pulsar
#

I think you should add this to the game tbh

limber summit
#

A wall of disposable guns is extremely realistic. Maybe not traditionally spaceship-shaped but with the lack of drag it'd be good for minimizing damage to actually important components

I appreciate that but I want to see more discussion Yuuki

echo pulsar
twilit heart
#

It's kind of like a regular monolith ship, but due to company cheap-ness a few budget cuts made the ship look a little less stable

echo pulsar
# limber summit A wall of disposable guns is extremely realistic. Maybe not traditionally spaces...

Wall of guns is not particularly realistic. Generally spaceships and vehicles need to be reasonably thick/large and not as long due to the principle of square cube law and general durability mechanics - something that is excessively large in one direction and small in another automatically provokes the image of flimsiness because in real life it would be flimsy and ineffective. Square cube law also dictates that as you make something longer and thinner respectively, the volume greatly decreases. This is why i feel a lot of these ships look unrealistic and strange as they dont really fit in with real life engineering principles to a point that they look inprobable and strange, and not in a way that is interesting

#

Obviously cosmoteer is not a realism based game, but when the designs (spaceships) are a concept rooted in reality but then largely divorce from it, i dont always enjoy that

twilit heart
#

A sandbox that you limit with reality

echo pulsar
#

The ways youre diverging from reality dont look particularly good imo

twilit heart
#

We don't actually have these types of ships in real life, only theoretically do these principles work in this environment, so it isn't really true reality

#

Maybe it might be in the far future that a wall of guns is the best strategy for ship design

echo pulsar
#

I really really doubt it

#

By all fundamental engineering principles it does not make sense

#

And also like combat effectiveness

#

Theres a reason tanks, ships, planes are almost all longer than they are wide/tall

#

Its not just for aerodynamics

twilit heart
#

We're talking about space warfare here, the most effective solution is shooting a laser minutes in advance from the far distant location of the enemy with enough power to melt the crew inside, it doesn't matter what shape you have if you get hit, but that is besides the point in a sandbox game without these types of mechanics

echo pulsar
#

Ok?

#

Again saris claimed it was “incredibly realistic” which i denied

#

Youre correct that cosmoteer is not realistic

#

Ok i dont think im being clear enough on why i dislike these “unrealistic designs”

#

Fundamentally theres nothing wrong with a design being unrealistic

#

But generally things that look like they could exist and function in real life, and look well made, are more aesthetically pleasing

#

Things that look like they work look better a lot of the time

viscid kindle
limber summit
echo pulsar
#

?

limber summit
#

I am responding to your response; I wasn't asking your opinion on a wall of disposable guns, rather, the ship itself that I posted earlier

echo pulsar
#

Oh

#

Idk

#

I dont like how it looks and it doesnt look fun to fight against but thats not really substantive criticism as of itself

#

Do you want a part by part critique?

hard trail
#

It's very slow so kiting with blasters is an easy option, which I like
Railkites r pain but some play into range goes funny

#

All in all like it wouldn't be a good ship at all obviously but some concepts could b expanded to smth much more unique

limber summit
#

See, here's what I'm asking, adressed to Yuuki but anyone else too;

  • Why don't you like how it looks
  • Why doesn't it look fun to fight against
  • What does look fun to fight?
  • What is fun to fight
  • Why do you think its not spaceship shaped
  • What is spaceship shaped
  • Why does it "looks good to me" despite everything else you said?
hard trail
#

One sex

#

SEC

#

FUUUUUUUUUUCK

lavish torrent
#

hole post ruined now

#

shutting this down now

hard trail
#

hole

plain field
#

absoute backfire

limber summit
#

Wow

#

Even the commentary got hit

plain field
#

the first thing not the second

ocean brook
#

only seems fair for criticism in both directions here. Not aiming for conflict here. just internal reflection if that is the case
I wonder if you(anybody reading this) would have the same opinion about Saris's new ship if you did not know the pvp meta and related ships.

limber summit
#

Lets just say I positioned it right next to a domination ship for a reason...

plain field
#

a realy good method is to treat the ships like cake, who cares if you dont like strawberry cake, it's still a free cake

#

and cake comes in many forms and flavors,

#

so if you are disapointed, just wait, more cake will come eventualy, and perhaps it might be chocolate

hard trail
# limber summit See, here's what I'm asking, adressed to Yuuki but anyone else too; - Why don't ...

Okai silly aside:

  • I actually don't mind the design too much - It's certainly not a square or other basic shape, making it stand out
  • It actually does to me, having a variety of strengths and weaknesses
    • For example despite being short ranged, it can't go at 95 m/s to catch up to kite play anyways, making kiting an actually viable tactic
  • Anything that isn't a meta generalist/requires a competitive UL to simply win without losing more of ur ship than it did, regardless of ur design skill
    • (this type of balancing highly punishes casual play as u will never be rewarded for building decently, only for having more expensive ships at best)
  • I do not, aerodynamics do not exist in space, anything can be any shape within structural integrity allowance
  • ^
  • Final thoughts are that ur a lil rusty on paint but that the variety of strengths n weaknesses as well as having range actually play a role (no missiles) makes it cool to me
#

If it was like an Imp dom meta cannon ship I would hav different things to say
Same goes for if it was any of the current PvP main use archetypes

hoary tusk
#

You know you can easily take it down, but it contrasts with it being able to easily take you down

#

The shape is also original (for career)

#

And I like it doesn't have an insane amount of speed (I hate the speed meta)

ocean brook
#

If ships have already been made with an unused difficulty marker. I would like to see Walt add shapes that match those difficulty indications when we first see their red triangle indicator appear.

This would give players natural feedback on ships they should avoid fighting until they are ready, while also enabling architects more freedom to make some stronger ships.

The only real issue I have with career ships is when I have a seemingly nonsensical difficulty spike that pushes me into railkite/2ship flanking. If I had some way to know an enemy ship was famous ingame for being a combat powerhouse, I would be more careful in how I attacked it rather than barrel into it like all the others that felt like no threat. I believe it would be healthy for the game environment when players understand that combat difficulty does not always accurately translate into a reward (other than fame) for victory.

I personally enjoy using rails in campaign a ton. But this is more because I havent found near as much enjoyment in building other weapon types for that game mode.

echo pulsar
# limber summit See, here's what I'm asking, adressed to Yuuki but anyone else too; - Why don't ...

I dont like how its 90% made of cannons; it looks strange and off-putting and not particularly inspired or interesting to look at. Its just a line of cannons with 2 thrust modules behind it. I dont think its gonna be fun to fight against because you just either outrange/outspeed it and chip it down or instantly lose if it gets close to you at a similar cost bracket.

It also uses a single, quite straightforward weapon type. Small cannons inaccurately do large damage up close, so your only course of action is to stay away and chip it down in a drawn out fight.

An example of fun ships to fight in that difficulty could be maybe the effigy. This ship makes you first of all think of where to target, since targeting the armor brick in the front will lead to it chipping you down, you have to properly micro target your weapons to snipe off at least the disruptors. If your ship uses shields you have to make the decision to keep them on and have them leach a massive amount of power or turn them off and try to survive the small lasers long enough to kill its disruptors. Plus a diag ship at that cost bracket is interesting at least

I think its not spaceship shaped because nothing about that ship is really functional or inkeeping with both (less importantly) the archetypal “spaceship” aesthetic which exists for a reason due to it looking good, and (more importantly) looking entirely improbable and non-functional. By many physics and engineering principles that ship should not be functional, or existing, and for me thats an important part of aesthetics (that these things should baseline look like they could function). If a ship just doesnt look like something that could functionally exist, it kinda hurts my immersion in career. Especially as someone that rps every career playthrough as some sort of character/faction, i enjoy being able to be immersed a bit more than the average player. (Cont next msg, char limit hit

echo pulsar
#

Ill find some examples of both ships that i think are fun to fight and ships that i think look spaceship-y when i get to my laptop

#

However, theres nothing particularly wrong with it, and its not really the main embodiment of what i have a complaint with with the new career ships. Its still unique and interesting at least just because similar ships dont exist in career yet

twilit heart
#

The thing is with a " space ship " looking ship, being a bland stick shape, is that cannons don't do well there, they need front surface to do anything, if all ships became the same shape with the same weapons then the game might look " realistic" but it won't be any better, you just got to suspend disbelief for a second and enjoy what you have

hoary tusk
#

Going through a lc on both sides seems to be pretty easy, since by the time you encounter this ship you should have enough weapons

#

I would dislike it if the crs were hidden behind an armor brick but this is ok

twilit heart
#

It's also an undefended straight line past the cannon Infront of the reactors

hoary tusk
#

Yeah that's what I mean

strange glacier
strange glacier
plain field
#

whats the curint list of renamed ships? i know can opener was renamed to desperado, and da'i was renamed to dia, are there any others i'm missing?

echo pulsar
#

very general example of what im talking about

#

imo the second ships look way more cool and menacing even tho their paint is objectively less polished and technically impressive due to their age

mild jungle
#

I agree, we always need more crazy geometry

#

Cosmoteer is about a lot more than just a big barge with guns™️

limber summit
#

I can't believe you don't like the strangeness of the Magistrate

limber summit
#

I'm leaving this thread agony

echo pulsar
#

🚎

hoary tusk
#

top middle

#

it's pretty good imo, the cr is hidden in the middle behind lcs

toxic sable
#

Tall ships are cooler than Wall ships in my opinion...

Don't you diss Magistrate like that though 😭

toxic sable
hardy iris
hoary tusk
#

(I think it's important to mention that even a suped up death machine can be fun to fight, tho it needs to be fair and not a dom ship)

hardy iris
#

True, kiting a death machine isn't really fun though, it can be in small quantities though but every battle shouldn't be kiting your opponent, it shouldn't be the only option to fight those ships

twilit heart
toxic sable
toxic sable
#

The death machine rammer ships, unfortunately only encourage kiting as it's the safest way to dispose them. Missile orbis like Daedalus completely break vs railkites.

strange glacier
echo pulsar
#

Try to dodge desperately

#

Or surprisingly, ramming, since they usually only have em forward facing so if you can survive the approach and knock them on their side youve basically won

hardy iris
#

Realistically these ships shouldn't exist since they're very inefficient in cost to kill

echo pulsar
#

Wellllllll

#

Not necessarily (500k railkite)

edgy spire
#

Realitically ships are supposed to win the enemy so

hardy iris
#

You could use a sacrificial ship that draws fire.

echo pulsar
#

Only realistically protects against 1-2 volleys, and its cost inefficient and the enemy often ignores sacrificial ships since they almost always target the most dangerous ship

#

Yet again incentivizing kiting of some style

hardy iris
#

Maybe destroying a nuke should blow it up destroying other nukes, missiles, and shells in the explosion radius?

#

Like nuclear flak

idle gorge
#

reminds me of that one nova drift enemy that rams you

echo pulsar
#

Hamahead

stoic gate
#

I completely agree with this. The monoliths large panels on these new ships also do not make sense. Usually they are segmented or have unique details

#

These new ships also feel generally annoying to deal with and it is terrible that we have to see this. Not all ships are fun

#

Especially meta ships

toxic sable
#

Alternatively, spread damage.

shut sparrow
#

can we stop posting on this thread

edgy spire
#

yea

hoary tusk
#

nah

vivid ember
# shut sparrow can we stop posting on this thread

No.*

I dislike the thread name but there’s a legitimate reason that it exists - even if it hasn’t been explained in the clearest way and with calmer tone (and harassing people was not okay either)

But imo it was a better alternative to flooding the built-in fixing and feedback thread. people are allowed to have their voices heard, and the legitimate concerns that were brought up here are ones I actually agree with a lot - I find many of the older, wackier built-ins more interesting to fight than some of the newer meta-wannabes especially in stupid challenges like “beat the game with a cute aesthetic ship” where half the newer ships just keel over and die to a dozen cannon shots to the rear

That all being said, a new thread with a different name and all the horrible harassment removed would probably be a good idea

edgy spire
#

i'm sobbing

cunning swan
#

yes = no

#

trust me

vivid ember
#

Create new thread but do not close discussion

edgy spire
#

grilling you

vivid ember
#

Happy?

edgy spire
#

actually
CHOMP

#

jokes and laughs aside i'm sorry

#

what i said
it was all satire all along

vivid ember
#

It’s okie

cunning swan
edgy spire
#

the ears

#

different joke

cunning swan
#

but ears
don't exist

#

do they?

spare vault
#

a

dense kettle
toxic sable
#

Agreed, we need new thread. We can discuss the admittedly bright future of built-ins without all the saltiness and rude behaviours.

#

And whatever the outcome of the discussion might be, nobody will ever be able to dissuade me from thinking Kingslayer is a 10/10 ship :>

shadow atlas
#

I think the new civilian ships look nice btw

hard trail
#

I do like the fresh Cabal arms depot in whatever build I'm using
Dunno who made it but props on the paint

#

Either way if a new thread is necessary, so be it but please just get it done

limber summit
hoary tusk
#

Very good response

#

I think we should make a new thread, where instead of trying to solve everything at once, we focus on one aspect at a time, giving good reasoning for our opinions and providing both examples we like and dislike

echo pulsar
#

Sounds like a good idea. I feel pretty bad for how i conducted myself for the most part pertaining to this topic. A thread dedicated to more specific, dialed in issues could be a good idea though idk how much i would personally do there

hard trail
hoary tusk
#

Also I'd change the "soulless" to something like "not unique" or "forgettable"

#

So that it doesn't come off as an insult immediately

ashen basin
hoary tusk
#

I think the term should be the first to be explained

#

And I don't want to write a paragraph everytime I want to say something like that

#

Other alternatives are welcome tho

ashen basin
#

Thats fair

hard trail
#

I have to be honest
Any salt aside, I am heavily biased against the ships due to being decently into game design and seeing many games die to balancing issues
Soulless wasn't exactly the right word but I doubt I would have called them anything better even if I chose an alternative
The be all end all is that to me these ships are highly problematic in terms of balancing especially, likely more than enough to cause many a casual player to leave, which to me is blatantly offensive
Subjective or not that is my basic view on them

hoary tusk
#

Hmm we should really discuss this in a new thread, first I'd define "soulless" or any alternative, then I'd focus on difficulty

hard trail
#

Another point to bring up is the common mention of campaign difficulty tiers, one I've been more or less neglecting to mention since it was a decent point and I thought it fair
I then realized, uh
...So what are the average people supposed to do until those get implemented? It's not like the difficulty exists as a playable option currently

hoary tusk
#

Hmm is "Built-in design feedback thread" a good name?

hard trail
#

That already exists

#

There is another for specific builtin feedback, this was made because I had a bite to direct at a general, huge list

hoary tusk
#

Well it has the same purpose, just with a slow mode

#

Maybe "General Built-in design feedback thread"?

hard trail
#

I also ran it by Antithesis and they approved the name and initial message at the time

ashen basin
hoary tusk
#

I think there shouldn't be "new" in the title since I'd like to mention good and bad ships regardless of when they were added

hard trail
#

Here the term "bad ship design" specifically does not mean bad logistics or weak points, and honestly I don't know of many older ships that are like the new ones

#

Any examples would be more than appreciated

#

(other than the Imp cannon walls they have been flogged to death already)

shut sparrow
#

saris showing off his communication skills

#

well written response

hoary tusk
#

As an example of what I'd consider an underwhelming ship that's also old I would mention Stomper.

Good features:
Big diagonal paint stripe - a dominant part of the paint of a ship that's either completely unique or not commonly found among other ships instantly makes the ship stay in my head (another example of this would be Umbrage's demon head thingy)
Using both energy and projectile weapons - makes you think about what to target first depending on your ship
Armored insides - generally makes the fight last longer and makes you think from what direction to approach your targeted part

Bad features:
Lack of armor in the front - makes the shield die immediately, thus making the fight way shorter - easy fix
Wall of weapons - placing all weapons in a line is usually boring (except for ships like Crankshaft that make it their main design aspect) - the energy weapons could instead be placed horizontally along the big paint stripe, further highlighting it, and gaining a more interesting shape similar to Wayward (a hole in one half of the ship with weapons in it) (because of the ships being in the same "family", looking similar is not a bad thing imo, as long as the family isn't too big)
No interesting movement of the ship - "just stands there and waits who's gonna die" - the fix could be utilising the boost thrusters, tho the architects can't change that, gotta ask one of the devs

Summary: Interesting paint aspect, but the fight is otherwise pretty boring, therefore being forgettable. While the armored insides would make the fight longer and more interesting, lacking armor in front of the shield outweighs it.

north patio
# limber summit This is my response to this thread as a subject and more importantly why it has ...

this is overall good, but i will dispute a couple things

aesthetics are an inherently subjective topic, it's pretty much impossible to define whether something is objectively better aesthetically. for this reason, i am of the opinion that subjective opinion should be held with regard on this topic. for inherently subjective topics, the majority holding one opinion essentially turns that opinion into objectivity. beauty is in the eye of the beholder, but if most beholders find something beautiful, that something can be assumed to be generally aesthetically superior. some people may find it worse, and that is fair, and is why it is inherently subjective. but for the most part, aesthetic things intended to be beheld by a lot of people should generally be tuned to the aesthetic tastes of the majority of those people

and as for the lack of explanation, some people (myself included) find it difficult to actually pin down what is actually bad about things, especially aesthetic ones. in terms of combat this is less of an issue, and people should definitely explain why things are bad to fight against, however the difference between an aesthetically pleasing ship and one that just 'doesn't fit' can be difficult to convey

i definitely agree that hostility against the architects is counterproductive and should be avoided

hoary tusk
#

fuck you discord formatting

wraith frost
# limber summit This is my response to this thread as a subject and more importantly why it has ...

Bit of an off-comment, but, Saris, I thank you for using a dyslexia-friendly font.

Additionally, you can still offer praise for the parts that you do like, and that could theoretically be pursued and prioritized more in the future.
I'd like to point out that there has been a pin in #ships for a long time specifically about giving advice to new players that reads similarly - although to put it bluntly, the architects are not new players, and the preface of this message seems to be taken too much to heart, as shown by the statement after. (message in question: #ships message from 0neye)

Now, although I did not participate in the thread in any significant form because of my lack of knowledgability regarding aesthetic design, I will say that even if I had a strong opinion, I would not have said it for the very same reasons you highlight here. I've read the entire thread and did not want to touch it again until this response.

I look forward to healthy discussion, and I will be reading along the way; have fun!

ocean brook
#

https://discord.com/channels/314103695568666625/1256701121003786241
I made a new thread primarily to change the title with JarHead's permission. Hope it can be a positive and actionable version of this feedback thread. There is feedback the architects can use to improve the game. They should be discussed in a constructive manner so the game can feel more fun for us all. Hope the sad things that happened in this thread will remain here while we move forward.

I wish all the best to the Architects and those that enjoy the game enough to have such strong feelings with their feedback 🙂

compact kettle
#

i doubt that Anyone with under 100h in Cosmoteer can even remotely defeat these newish-meta-built-ins anywhere near that price class.

#

that said, i also like em, it is a good showcase, how to build an optimal Ship

#

I had a similar Suggestion a While ago, it wasnt rly about the Aesthetics, more about how frustrating it is to fight some of the Built-Ins.

#

some of them are borderline griefing the Player and force them to build a giant Kite.

cunning swan
#

why downvote lol

vivid ember
#

tera downvotes everything

cunning swan
#

hmmmm
welll, all I can say is
jesus christ, issat le bible reference?

twilit heart
dense kettle
dense kettle
mortal veldt
#

(I am very bad at building ships)

#

I have no idea if I could, but it might be interesting to give it a try if you name a specific ship

hard trail
#

If you want somethin counterable, Destructor
If u want to feel pain, Augustus or Thunderbird

#

Kingslayer is also pretty on the pain scale

mortal veldt
amber atlas
#

(I haven't even beaten career lol but you know what I mean ^^)

dense kettle
junior dagger
#

Hey, I have something to say. Maybe a bit of helpful input. No toxicity intended.

I don't play career, but I do play a mod that we make together on my discord. We have agreed on a set of rules to keep a certain asthetic for our ships in the games that we play together. Perhaps the architects could learn something like this? Actually write out a set of rules about things certain factions of vanilla ships are and aren't allowed to do. This way people can choose which faction they want to fight. Some will be harder or easier based on the given ruleset.

Here I will post the list of rules we use below for our games below:

Broadsider rules:

  1. Standard cannons, large cannons, flak, chainguns, PD, light lasers, heavy lasers, disrupters, macro cannons and Ion beams must not face forwards.
  2. When weapons are on the broadsides, weapon counts must be mirrored on both sides of your ship with the intention that they are equally effective in combat.
  3. You may have 2 torpedo launchers for every 1 million of ship cost. (For example a 2 million dollar ship may use four torpedo launchers). Torpedo launchers must face forwards.
  4. You may have 1 deckgun for every 250k of ship cost. (For example, a 1 million dollar ship can have 4 deck guns).
  5. You may have a single railgun per ship. Since one of something can't be mirrored, it has to face either forwards or backwards.

Now this is just an example, but it gives you an idea. This optimizes for ships that are broadsiders almost exclusively. We just like playing with broadsiders. But the point is that the architects could make sort of arbitrary restrictions on themselves in the same manner for each faction.

lucid sandal
#

If your trying to show a diffrent ruleset, then i guess
but i dont know what else this would do

junior dagger
#

I don't really know what that means lol. I'm just talking about the general vibe that ships are soulless. If each faction follows their own specific ruleset its soullessness or lack thereof can be measured in some tangible way.

#

Which might be helpful.

#

🤷🏻‍♂️

limber summit
lucid sandal
#

ah

#

not the server

#

the game

#

ah i should of worded that better

limber summit
#

Cosmoteer itself is a hellhole?

lucid sandal
#

there we go

#

fixed

junior dagger
#

I didn't think you were trying to say something hurtful. Thanks for clarifying lol

limber summit
#

Oh, yes

#

Admittedly broadsiders are quite possibly the worst archetype to exist, but Twrecks does posit an interesting thought exercise

lucid sandal
#

the gamemode broadsiders (it can almost be counted as that) is more of a hellhole than career

junior dagger
#

Yeah I'm not trying to claim everything should be broadsiders in vanilla career.

#

Only that I think it'd be helpful to actually write down some strict rules about how each factions should produce their ships.

#

If they can't use certain weapons, or are only allowed to use weapons in certain ways.

jolly terrace
#

I like trains

junior dagger
#

You could have a faction that's only allowed to have their weapons on the rear of their ship for example. An extreme example but yes.

#

The extremeness of the example is only intended insofar as it makes the point.

lucid sandal
#

i think broadsides has a even worse learning curve than elim, thats my thought

junior dagger
#

Oh certainly.

lucid sandal
#

and i said elim was unwelcoming as hell

junior dagger
#

But this isn't about broadsiders.

#

I'm talking about career lol

lucid sandal
#

mmm

#

true

#

i love career, probably because ive learned it well and dont lose 95% of the time

#

elim is about a 85% lose rate

#

and dom is 95, along with broadsiders

#

but career is like me dying 40% of the time

#

yess even on the hardest

#

but back to the topic of this post

#

the new ships have madde me have some new ideas

#

and made career a slight more challenge

#

so i dont mind them too much

junior dagger
#

Yeah I understand.

#

Broadsiders is hard because we have a few people who are very good at it lol

#

But yeah I just mean in terms of the way ships are made for career

#

It'd be interesting if they actually had to have rules they followed. That way the excellent players who build them don't end up falling down into a meta of building them, which makes them stale and soulless.

#

Build them each to their own meta

#

A lot of the players who make career ships are ex elim players and such. So they naturally bring that design philosophy with them. That's a difficult thing to shake when you have 1000 + hours of building ships in that particular style.

#

And it's very reasonable that they might find it difficult to make less efficient designs on purpose.

lucid sandal
#

its a bit like elim, destined to die out unless there is a better way to introduce newer players

jolly terrace
#

im gonna pay T to incorporate broadsiders mod into career eventually @lucid sandal

lucid sandal
#

what is that ment to do

#

pointless statment.

echo pulsar
#

i dont think elim is destined to die out tho

#

at least not as bad as broadsiders

junior dagger
#

Yeah I don't think broadsiders is either lol

echo pulsar
#

many people have been actively getting into elim

junior dagger
#

Same with broadsiders.

lucid sandal
#

yess

#

but when i joined

#

it was certinly close

#

i was stated as one of the new players who remotely stayed

junior dagger
#

I feel like this is off topic Andy.

lucid sandal
#

ah well we can move the convesation

junior dagger
#

Yeah I just wanted to deliver some ideas that maybe hadn't been discussed by the architects.

#

It looks like my ideas have been recieved.

echo pulsar
#

what i mean is more that its a lot more niche

#

broadsiders i mean

#

even more than elim

jolly terrace
#

as a totally not brainwashed enjoyer of broadsiders I disagree

#

i'm joking lol

junior dagger
#

No you are right yuuki. Broadsiders is the deepest part of the iceberg for cosmoteer players lol

#

But again off topic

#

We are talking about career.

#

The shallowest part.

#

:/

jolly terrace
#

oooooooo

lucid sandal
#

i recon it goes
career
creative
BNB
all thy other pvp modes
b r o a d s i d e r s

echo pulsar
#

i think elim is more active than bnb

jolly terrace
#

what about air bnb?

junior dagger
#

🤣

#

It depends if you are on holidays while you play cosmoteer.

#

I suspect some people are.

lucid sandal
#

not popular

echo pulsar
#

skill requirement?

lucid sandal
#

like how much u need to learn/relearn

echo pulsar
#

creative

#

:/

lucid sandal
#

i put it second

#

nbecuase most do career first

jolly terrace
#

true broadsiders is a bit lacking there, almost no targetting

junior dagger
#

Interestingly broadsiders was designed to be more accessible than traditional domination. It just failed at it lol.

echo pulsar
#

im just confused now

#

why is broadsiders the highest skill variant

lucid sandal
#

becuase

#

dear

#

gid

#

*go

#

goia

#

i cant type

#

hold on

junior dagger
#

It changes so much of vanilla that it's practically a different game.

lucid sandal
#

[ restarting system ]

echo pulsar
#

hm ok

#

that doesnt mean it straight up takes more skill though

junior dagger
#

Not at all

jolly terrace
#

i started doing art for the mod so i'm hype to add more weapons and parts

lucid sandal
#

i said skill
AND how much you have to learn/relearn

echo pulsar
#

ok

jolly terrace
#

sometimes i go cross eyed so it makes broadsiders extra difficult

shadow atlas
junior dagger
#

I didn't actually know

#

Well then this whole thread is a load of hot air