(08-14-2019, 09:35 PM)Xantheose Wrote: The old designer needed some update, sure, but the new one is a nonsense.
In the new one, there is not building tactics, only hull to fill with a slide bar and that's all. That's kind of lame.
I sm not sure what "building tactics" you are referring to. You mean having to place solid rooms between hull and interiors so players couldn't exploit through the walls and shoot crew? Or placing turrets in only specific ways so players couldn't use them to get into the ship? Or have no hull doors or paths to the hull doors so it was impossible board the ship?
None of that was really tactical designing, it was just preventing bugs and exploits, or exploiting yourself to get an advantage.
There wasn't really any tactical decisions on where to place solid rooms in the old designer expect for that. Engine room could be anywhere, location of your shield room didn't matter, only the weapon bay rooms really had to be made in a made in a specific way.
Only thing that mattered in the old designer was the parts of the interior that you could walk in, and yeah you had to walk through rooms filled with system modules if you wanted to min-max, but it wasn't required and felt horrible when you were forced to design like that.
I agree that the new designer has a lot of issues, but saying you don't have the same tactical decisions is nonsense. To be fair you can make even more exploiting and broken designs in the new designer than you ever could in the old designer.
The main issue I see with the new designer is the unrestricted customizability. We no longer have easily recognizable hallways and doors, PvP focused designs can have endless exploits, and making a basic interior is freaking complicated.
But most of that is better discussed in the thread I linked to above.