what are the flight model changes?
They fly/handle the same, but they're reducing the speeds by a fair bit, slowing the regular (combat) flight down so that its easier to do combat that is less relateable to jousting, and more akin to dogfighting. Right now theres too much fly past target, spin on axis and face oppenent, fly at them to re-acquire target, shoot and fly past target... Its not particularly fun, im not into combat but i cant imagine those who are would see it as ideal.
I think they're also removing the 3rd of the 4 flight/speed modes (precision, combat, cruise, and quantum), with the fast-but-less-manoeuvrable cruise mode being replaced with the afterburner being more prominent.
I dont know about others, but ive killed myself so many times by flying into huge objects because i've switch
gears and because throttle % determines whether you go up (cruise) or down (precision), its very easy to approach somewhere and with the intent of dropping down a gear and rolling up to the landing zone, you end up at 60% cruise speed when in your head you're expecting it to drop to a slow-but-not-crawling precision mode speed.
I've done that with both HOTAS and KB+M, though IMO it'd be easier to forget fwd/back arent binary inputs, its a virtual throttle slider like the HOTAS has.
Also, on the earlier P2W stuff...
- Player ability is likely to play as much of a role in the game as what ship they own, possibly even more significant away from combat if something like mining requires understanding, experience, and a general knack for it.
- Knowing how to correctly manage the ship will be significant, things like effective load-outs and power management will be huge.
- Bigger & more expensive doesnt mean its better at the job. Most ships fit specific niche roles, even haulers. Bigger & better also makes you more of a popular target, too.
- Players will be ~10% of the characters in the universe, so theres plenty of NPCs with bigger, more expensive ships than us too. At best it could be argued some players have a head start over others, but if we're dwarfed by NPCs with a wide array of ships too, and they'll have huge ships too and be our competition too, other players are fairly insignificant, worry about the NPCs!
Any advantage a player can gain by giving up money is still going to be put in their place by organised players, and by people who happen to be very good at specific roles.
It also cant bypass things like building up a reputation in order to get the most out of a perceived advantage. You wont be able to turn up at a loading bay with the largest hauler and fill it up with goods, because A) you'll have no money to buy those goods and fill such a large ship, and B) because they dont know you, you have no/limited rep and wont trust you when there are trusted NPCs capable of doing what you want to do. So reputation cant be bought, it'll take time to establish that. Then you've got people with plenty of free time to play the game vs people with busy lives and a handful of hours a week...
So assuming you're wealthy, have more free time than others, are an amazing player and have a load of equally amazing friends who'll all help you while you
build up a reputation... at that point you probably have an unfair advantage over other players and just might have an advantage over NPCs too, by skill rather than money.
Simply spending money doesnt negate all those other factors, it can only bypass the initial income being spent on something other than a better ship, you're still going to have to go through a lot of the progression, whether its fixed like reputation limiting access to missions/jobs, or simply learning things from trying stuff & from experience.
For all the advantage money can offer, having more free time is a bigger advantage, and NPCs will have one over on all of us there too
