#Personal Perspectives on Addressing the Prevalence of Railgun Kiting in Career Mode and Preview
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No need to dodge nukes, spread damage, or micromanage multiple ships
No cost to minor errors
Just don't back into an asteroid
So the point is people make various errors, design, strategy, and/or piloting, which can lead to taking punishing amounts of damage, and imo this is part of what incentivizes kiting so much
But if said damage wasn't as punishing then that would incentivize more ship variety
I don't give to brawlers a large reactor just next to it's engines: it's a waste and plain dangerous. Medium reactors at most, and it has the energy generation to support shields on top of that, or, better, Oc Capacitors are great for that purpose, especially when combined with a Oc LR well protected deep inside your ship.
Loki and Oc Rails are going to be nerfed, but I agree those are dangerous, which is why they are a priority target and should be the focus of your EMP &/or rails ships as soon as you find them.
If you didn't notice a hole half of your ship deep with a lot of visual indication, maybe you should slow the game during combat.
In a general manner you should avoid using the attack order against small ships within a swarm. That's a good way for having your ship present it's flank to the opponent.
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I agree that the game design currently incentivize kiting, and I never said overwise.
What I am saying is that it is normal to loose money/resources/time if you make Pyric victories where most of your ship is gone against ships of lower prices. Giant killing is another thing, but loosing half of your resources in a fight that should been wildly at your advantage in term of cost invested mean that you've done something terribly wrong.
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I don't find many games where you are rewarded for investing tons of resources for combat then proceed to take tons of damage against weaker opponents. Or rather, unless you manage a giant-killing, the game shouldn't reward you for that kind of fights.
From Heroes Might & Magic to Total War, from RPGs to tower defenses games...
Even in game like Left 4 Dead, that are extremely lenient with players: when you die you respawn with low grade equipment rather than the equipment you had, so you say goodbye to that battle riffle with laser, that grenade you didn't have time to use, those pills... and at the end credit, you get your statistics showing how well, or in our case how poorly, you've done
Yeah I don't think you should get off completely free, I think there has to be a limit to how much you can recoup, and you do want to learn from errors. But I think right now that Cosmoteer tends to swing from taking negligible damage to severe punishing damage really quickly, and this is part of incentivizing kiting
For example, the difference between almost losing a shield and actually losing a shield is enormous
Many systems are intentionally designed to chain and create devasting amounts of damage
(Ion cores, railguns, reactors)
And we can disagree on how to fix it, but I'm stating/agreeing with others that this is a big part of what incentivizes kiting in career
I can agree on that. You never know how much you are lacking in defense until it's too late, and with how quickly things go down, it incentivize some players to either avoid danger in the first place (kiting) or save-scum like crazy