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Thanks to Cloak and Dagger for mostly transcripting the podcast. I want to zero in on a design strategy here:
Ratatti- Battleships for sure are something that we want to adress. I'd love to be able to tackle these issues like HAC and kiting, and I'd allow ships to counter that with a new function or a new module. I'd like to get out of stirring the pot, "This has 3 low slots now, this has less PG" like, that doesn't feel like it's moving the needle, it's moving the meta from one [HAC] to another. The design philosophy I'd like to embrace is saying "Is there an underused class, and can we give that class a module or ability that we can use to counter that", kind of like bringing bee's in to kill insects in your greenhouse
The magic of the sandbox is the blank sheet of paper. You have the power to slap whatever modules you want on a ship, and accept the tradeoffs thereof. Pretty much every ship in the game has this, where you have to trade tank for DPS for Utility- a ship ideally needs to have some weaknesses as the return for the strengths it has acquired. Layered on top of that is the ability to mitigate weaknesses or augment strengths through the power of ISK- but at a very basic level, T2 fittings of various ships have clear weaknesses.
The hulls themselves have these partially built in as well. You can choose to play to innate strengths, cover up inherent weaknesses, or do some whacky shenanigans that subverts expectations.
The HAC kiting meta isn't built around HACs missing some secret sauce hard counter. The game already has the counter system built in- project to beat kiting, sig tanking to beat projection, speed to kite the sig tankers. And that's on top of other things like bombs, capitals, spec tanking resists, and numerous other strategies and tools.
The HAC kiting meta is built around some HAC hulls lacking the fitting tradeoffs necessary to give them the clear, exploitable weakness. A ship needs to be forced to choose between speed, tank, damage, alpha, tracking, and range. This creates choices for BOTH sides. Does the Muninn fleet fit for speed, or do they need to double down on damage to be able to break opposing logistics? Does the opposing fleet get a good read on how their enemies like to fly Muninns, and show up prepared to counter the weakness?
THAT. IS. SANDBOX. GAMEPLAY.
Not a new module that is just an I win button against shield kiting HACs. Force people on both sides to use their braincells to plan, strategize, and execute in order to achieve victory.
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