That said I'm the kind of git who pastes cargo boxes into holds to get an accurate idea of hold space. Speaking of hold space if we're "upgrading the classics" how about picking hexagons or squares for the cargo? Pentagons don't fit together worth a damn.
My 50p's worth of crap advice:
Scale down the new cobra to take into account miniturisation of parts, and up the "add on cargo hold" capacity of the existing cobra to show the replacement of bulky old parts with minaturised new ones. It's called a cobra after all, not a Moose.
As a side note I think the entire game needs to be "gone through with a scaling ruler" to be honest. We need a team of scale regulators to take on the OXP's. It's a pity we don't have hull points for mounting equipment.
Simon B wrote:I don't think the hugeness of the ships compared to humans is such a big deal - it's the way different craft are out of proportion with each other which gives pause.KZ9999 wrote:Referring to the issues about the over sizing of ships in the game in relation to human scale.
Even converting to feet does not make this go away - and the meter scale makes other things, like insystem distances, more effective.
I have posted a comparison of scales, including a rescaled-to-be-more-consistent cobra mk3 ... the question asked is: does it make sense to use a reduced size mk3?
There were also questions asked about the boa relative scales and the fighters. And Ahrumen suggested that some of the ships could benifit from more bulk ... a scale-up to meet the original specs. I understand this also affects the amount of damage a ship can take (though I can just up the density to compensate IIRC).
The questions have met with zero interest ... however, I think they are important ones in terms of the feel of the game.
By default, I am staying close to the current specs.