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回報翻譯問題
There are game files for Panther Clipper since 2016. :)
Like I said above: you can't change people's mindset just like that. For some players it's all about the rewards and the end game while others focus more on the experience and the enjoyment of it all.
Changing the game isn't going to change that mindset. Heck... one can even argue that FDev already addressed all this because despite me owning both the Conda and Corvette I still prefer my Krait Mk2 for PVE combat.
It was only after I got myself a Conda that I started to appreciate all my small(er) ships.
It's already part of the game. You start with a Sidewinder and... people want more and "better".
Aaah, yes, that was my bad. For some reason I had supercruise assist in mind there. Yeah, now a slider makes much more sense.
Still, can't say I suddenly agree. Because a ship doesn't have to continue spinning without the assist being active. It's tricky, I'm still experimenting and learning about the experience myself, but it's definitely doable.
Of course I wouldn't oppose such a feature either because it won't get in the way of how we currently play the game.
As pointed out above, the biggest ships aren't necessarily the best choice. I'd rather use my Python than my Anaconda for combat, for example. I have a T-9 that can haul a lot of cargo, but rarely use it because I don't find it as fun to fly as other ships I own... and so on.
I disagree that the game conditions players to rush to the end-game... OTHER PLAYERS condition players to rush to the end-game. End-game is meaningless if not non-existent in E:D. You'll be doing the exact same thing with large ships that you're doing with small ships. So if you don't enjoy the game, then getting to the "end-game" won't change that for you.
Also, we can't pretend that the game design doesn't incentivise certain types of behavior. That is like 75% of the job of game design, is to get the player to do things. As has been pointed out by game developers, if you give them the wrong incentives (like, say...engineering's huge power increase making it mandatory to meaningfully engage with the BGS or Power Play systems) players can and will optimize the fun out of the game in service to that incentive, and it's generally important to design in such a way as to either minimize or perhaps even outright prevent that. (I think in this specific case it was the Xcom devs.)
Fundamentally though, the idea of an 'end game' in Elite is misguided. IT's a sandbox. You play it because you like the activities you're doing. Just like every other sandbox. If you want an infinite treadmill...don't play a sandbox game? Or get into BGS management.
Cutter is actually pretty good for PvE. Actually kinda cheesy vs. the A.I.. Exploit the Cutters speed advantage, fly with FA off, and back pedal often. Most things get caught on the cutter's nose and their only escape route is in front of the cutter. Cutter's power distributor isn't the best but everything dies pretty quickly still. Turn rate doesn't matter much with some tact. The A.I. gets fairly predictable after a while. Big power distributor and lots of guns is good. Probably works with the other big ships too.
Old Evochron Mercenary tactic. Lead them into you're drift. But in that game all ships had same speed limit just different accelerations.
As always, the answer is Soon(tm)
If you fly a reverski cutter you might kill *1* ship faster, but then you have to get back into the fight that you're now quite a distance from because you've been flying backwards away from it. And it's slow to set up (baiting them into following you and then actually getting yourself flying backwards takes time) ect. It doesn't really matter how good with them you are.
It's not really comparable.
If you want an actual space sim where there are modular ships, Evochron Legacy is like, right there. And really good.
I do not know what it is about space games that makes people abandon all concept of genres being a thing but it drives me slightly bonkers.