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Apocrypha - Tech 3 (CSM)
StatsRaised by: Pattern_Clarc SummaryIssues with t3:
Questionable ConceptAlthough giving players the tools to create there own stuff is the holy grail of a sandbox game, the context surrounding how it's been implemented in this situation is vital in understanding why t3 is underwhelming. For a long time, I understood that when designed, tech 3 would be performance wise, as good as t2 with a similar cost, with a similar complexity of resourcing/manufacturing with different capabilities and niches. However:
UnbalancedThe disparity between the bonuses of subsystems and the capabilities of ships between races is stunning. Far too often, many racial concepts are taken on board without any consideration as to whether they really would apply for that ship class or to what amount the bonuses would have to be to be attractive... (IE 5% reduction in signature radius per level on the loki's defensive bonus compared to the interceptors 15% reduction in MicroWarpdrive signature radius penalty for instance)... if certain concepts actually work at all (split weapons). This only adds to the likelihood of the cookie cutter, and in this case, unused subsystems equates to hundreds of manhours in the art department.
UnfinishedAs is the fear with unfinished or prenerfed features, will there be any garrenttee that Strategic Cruisers will ever be completed? As the development cycles always seem to immediately switch focus, new features introduced uncompleted or broken, never seem to progress unless extremely long periods of time have passed. However, with the number of man hours put into developing these new ships and subsystems, would it really be wise to leave t3 unfinished, thus cementing alot of the "CCP have ADHD" and "No new features" sentiment aired by a lot of the community. Lack of Sisi TestingQuite simply, what the hell?? Even to this day we can't test them, is there any reason why the ISD's can fly all of the subsystems, but the player base can't?? Relevant Forum Threads
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