safemode wrote:(i don't believe you should be allowed to buy massive ships, they aren't piloted in any similar fashion as small ships are)
I'm not talking about massive ships, just big ones. The game's current balance of ship scales leaves a huge gap in the range of 100 - 1000 meter vessels, which I intend to fill in. Then you will have an arsenal of ships in the 50-200 meter range that will be flyable under the current control scheme, albeit with some extra skill needed. And many of them should have enough space and cost enough to justify fast SPEC. And the larger ones will be able to carry fighter fleet into battles.
It gives the early game player something to save up for and look forward to. It gives the late game player something new to do (slow, skillful and perhaps manual SPEC flight into "unexplored" system interiors) and puts full control of travel, in their hands.
If you board a larger ship then you dont need to worry about spec at light speed, or interdiction or anything. The player will be in base-mode and the game can just place the mothership wherever it needs to and when the player launches again, he'll be at the intended destination.
And that's okay, but it is static and dependent on someone someday doing a lot of scripting and being halfway decent at engaging you with their talent for storytelling.
But even
if that ever happens, it is not alone what gives VS potential. With it's large, dynamic universe and sandbox-iness, this game is at least as much about letting the player go places and do stuff to see the dynamic, semi-unpredictable consequences of those actions unfold. I mean, IIRC, you can influence the tides of war by chipping away at an invading aera battle fleet with out any prompting from a fixer or specially scripted events. That kind of game play is at least as important as a hand written campaign, no matter how clever the writing or how many branches you give it.
And it may be VS' only (more or less) exclusive selling point. It makes VS the
battlefield to everyone else'
call of duty.