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CCP- what r you guys thinking towards marauders? not finished stats, just general role change

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Author
Captain StringfellowHawk
Forsaken Reavers
#201 - 2013-07-02 06:22:04 UTC
Mole Guy wrote:
Nikk Narrel wrote:
Daniel Plain wrote:
Nikk Narrel wrote:
Give it a HUGE smartbomb.

40KM range, (20KM radius)

But multispectrum, and friendly boats would be just as much at risk as hostile.

Vulnerable strategy, if used at a gatecamp? (everyone thinks of gate camps for this stuff...)
Others can send in a decoy, waste the bomb on them, and the really high value target skates through after. Noone would be inside the 40KM range except the Marauder, with a BS's notoriously slow lock time.

we could, like, put a sword on it so you can stab motherfuckers to death...

T2 ships are supposed to represent an extreme direction, as opposed to the basic generalized nature of T1 ships, and the boosted faction with generally superior overall stats.

Plus, what range would the sword have?
Would the Amarr version be a light saber?

LOL @ light saber

i want a light saber. call it a new defense weapon. blocks incoming lasers and redirects them in a random direction. great for incursions and sansha rats



ROFL random friendlies and enemies getting popped from the deflections
Caitlyn Tufy
Perkone
Caldari State
#202 - 2013-07-02 07:33:14 UTC
Malcanis wrote:
Sure I'll break the NDA for you immediately, check your PMs

I'm just saying if i'm right about my guess, then don't pin your hopes on an incremental improvement on the marauder's ratting power, but expect a completely new role to be added to the marauders' repetoire.


Frankly, I don't mind them being the specialized mission ships, just like for instance Noctis is a specialized salvaging ship. All they need to do is make them worth training for. The cruise missile changes have seen a bit of a rebirth of the Golem hull, while Vargur will surely step into its own once the Machariel hull is toned down a bit. Paladin "suffers" from standard laser syndrome (amagad, I do EM/TH damage, laz0rs sux!!!11!1oneone), while Kronos... well, it's not Machariel again :p So the hulls really don't need all that much, tiny modifications can be enough. The only thing is that CCP should probably look at their e-war vulnerability. Perhaps a role of 50% resist bonus to NPC jammers? I don't know, just throwing out ideas.
Systems Online
The Scope
Gallente Federation
#203 - 2013-07-02 08:07:45 UTC  |  Edited by: Systems Online
Guys, GUYS, GUYS

The obvious answer here is this:

All marauders:

1 turret or 1 launcher.
Battleship skill: -17.5% ROF, +7.5% Tracking/Explosion velocity bonus
Marauders skill: +5% damage, +7.5% active tank
Vargur 8 / 7 / 5 / 125mb
Golem: 8 / 8 / 4 / 125mb
Paladin 8 / 4 / 8 / 125mb
Kronos 8 / 5 / 7 / 125mb

That's right, a -17.5% ROF bonus, which means at level 5 (required) you get -87.5% rate of fire, translating to your one turret or launcher firing 8 times as fast. AND you get SEVEN utility high slots!

pew pew pew turns into pewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpew.
Daniel Plain
Doomheim
#204 - 2013-07-02 10:18:30 UTC
Malcanis wrote:
Dinsdale Pirannha wrote:
Malcanis wrote:
You guys are still thinking along the wrong lines.

This isn't going to be about smooshing red pluses even faster.


Glad to see that you now dropped any facade about the CSM "only a sounding board for CCP" and are now acting like you speak directly for the dev team.

And we have always known where you stand on high sec income streams.


That they should be increased, more fun, and riskier?


i'm aware that i am derailing the thread but let's take a minute to discuss this here statement, shall we?

first off, nobody will deny that hisec income could be a little riskier. we do not want to turn hisec into lowsec, of course not. but. eve online can not and should not compete with other mmos in the discipline of being a candy wonderland. as it stands now, the carebear faction is so emboldened by the current state of things that some of them demand the complete removal of pvp from hisec. in reality, what hisec needs is more pvp (=more excitement).

on the point of increasing hisec income you totally lose me. as a guy who has near perfect mission runners sitting in almost every major and some minor hubs i can safely claim that if anything, hisec income should be decreased. that way, at least those of us who are willing to follow the ISK/hour will consider null and wormhole life. as it stands now, there is no reason to leave hisec unless you want to pvp for pvp's sake.

lastly, there is the nebulous issue of 'fun'. here, i dearly hope that you are not of the "let's make missions more exciting!" crowd. i will save myself some work and just put up this link.

so why am i writing all this? it's simple: i want to demonstrate that Malcanis's views on hisec are a mixed bag. thus, being better at 'shooting red pluses' might be exactly what the marauder class needs, regardless of his opinion.

I should buy an Ishtar.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#205 - 2013-07-02 10:24:33 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Systems Online wrote:
That's right, a -17.5% ROF bonus, which means at level 5 (required) you get -87.5% rate of fire, translating to your one turret or launcher firing 8 times as fast. AND you get SEVEN utility high slots!

pew pew pew turns into pewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpewpew.

Now solve this problem: defender missiles, missile launcher capacity.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

The Djego
Hellequin Inc.
#206 - 2013-07-02 10:33:07 UTC  |  Edited by: The Djego
Caitlyn Tufy wrote:
The cruise missile changes have seen a bit of a rebirth of the Golem hull, while Vargur will surely step into its own once the Machariel hull is toned down a bit.


Well as posted 2 pages ago the golem needs kind of a buff as torp platform, while it is a good CM ship with the latest changes, it just overlaps to much with the other hulls this way. I would agree on the Vargur.

Caitlyn Tufy wrote:
Paladin "suffers" from standard laser syndrome (amagad, I do EM/TH damage, laz0rs sux!!!11!1oneone), while Kronos... well, it's not Machariel again :p So the hulls really don't need all that much, tiny modifications can be enough. The only thing is that CCP should probably look at their e-war vulnerability. Perhaps a role of 50% resist bonus to NPC jammers? I don't know, just throwing out ideas.


The Paladin, beside the Golem, is the hull that stand on equal footing compared to faction BS(NM in this case) it produces similar results and there is no clear better hull. The Paladin is better for Amarr space, by the better resist profile, better cap to handle neuting, a bit more dps after rigging and can come into her own if you look at Incs, because there is no faction armor BS that can fit Tachs, got a 90% web and super high dps. The NM on the other hand got the overall bigger tank(mostly because deadspace shield mods) and with the extra tracking and range(after rigging) it is more flexible outside of amarr space(it is even a ok guristas ratter with tachs, that deal ok dps at 50km since you can use multis with high thermal damage) and again is used in Incs for different gang concepts. While both look similar, they are a bit different, got different fields of use and don't overlap in a way, where you could say one is clearly better(like it is with Vargur vs Mach currently).

The problem of the Kronos is the design. It is designed around being a mega that was actually fitable with 425mm rails and tank(the mega before the buffs had huge issues wtih the CPU doing it), however with all the changes over the years the better fitting is not a big deal now and it was never as powerful like on the Golem(to fit torps with active tank) or Paladin(to fit tachs) and most T1 hulls have stepped up. Also there is the issue with overall hull damage in combination with rails.

A Vargur does about 1200+ dps, however this is with high tracking, ok range and flexible damage types what makes it a bit better as you might expect on paper.

A Paladin does 1300+ dps with tachs or 1400+ with puls, what is clearly better than what other hulls get, but it is limited by damage types.

A Golem can do 1300+ dps with fully selectable damage types and no falloff penalty, however it is limited with range(40km), target size and painter cycle time.

A Kronos can do 1100-1180 DPS, however this limits it to close range sentry's, meaning a lot less dps at range and every time you can't use the sentry's overall dps is a lot less than what other marauders can do. If you now add 2 more sentry's what translates into another 120 dps up to 50km and give the ability to carry a 2. sentry wave for higher ranges, combined with the drone optimal and tracking bonus from the domi to help it keeping sentry dps up, it would be pretty good rail/sentry platform. Quite similar to the navy domi or vindicator, while lacking a bit at max dps, making it up with better damage application, combining turret and drone tracking bonuses. In my opinion, that would solve most of the issues, giving the Kronos something it does different(dps projection at any range and effective application) without making it plain better than the alternatives.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Shade Alidiana
PROSPERO Corporation
#207 - 2013-07-02 10:45:41 UTC  |  Edited by: Shade Alidiana
Vimsy Vortis wrote:
EXIA MIKOSZ wrote:
You Want more PVP ships Guys?????
Ask CCP to Add More Pirate BS(like Guristas Raven or Blood Raiders Apoc)
Marauders was made for PVE purpose and they should stay here
Not Everything is about pvp

You seem to be mistaken.

All ships are PVP ships.



Oh really, Primae didn't know. Shuttles and transport ships are listening to you with scepticism, too.


And now after reading all other posts. Low/null/wh pve is already connected to pvp, in this or other way. They seem to be quite vulnerable and so aren't usually considered an option (at least I didn't hear anything about it). It would make sense to increase their survivability. This is one point.

And another one, for me personally - all I want is an iteration to my beloved Tempest. A 6-turreted Vargur. With the same huge HP buffers, but added damage and tank. I know this will never happen, but still dream of it. Ah, yes. Probably buffers, reassigned to its respective tank. 12k shield 5k armor 5k hull would be ok for me, yes. And I'll stop this stupid and impossile reply on this.
Malcanis
Vanishing Point.
The Initiative.
#208 - 2013-07-02 10:55:35 UTC
The Djego wrote:
I don't want you to break the NDA, because this would be a stupid thing for you to do(and I would be probably not really impressed with what I see anyway).

Marauders got her role for a reason, if you remove here worst handicaps(like the stuff I mentioned) they would do a fairly competitive job to faction BS, no matter if you got squares or crosses on your overview. I actually like the idea that the design is a bit more complex, rewarding teamwork and providing you with unique bonus combinations that you don't have on the other hulls, giving you different options compared to faction BS.

Stuff like RR cap use and range, tractor range and salvaging stuff are role bonuses, if you use the hull for that they are handy, if not you don't lose anything, so it only improves flexibility. As for being creative with new roles, I didn't see it really happen since HICs(that got into the game because of low sec moms), every time something new comes in it was plain better(tier 2 BCs, T3, tier 3 BCs) before the community accepted it. While the opposite is also bad(hi again black ops), sometimes aiming for something different should be enough, and this is what the better marauders are as we speak.


Which pirate BS out-do their respective Marauder?

Bear in mind that the Machariel is already confirmed for a nerf.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#209 - 2013-07-02 11:05:26 UTC
Daniel Plain wrote:


lastly, there is the nebulous issue of 'fun'. here, i dearly hope that you are not of the "let's make missions more exciting!" crowd. i will save myself some work and just put up this link.

so why am i writing all this? it's simple: i want to demonstrate that Malcanis's views on hisec are a mixed bag. thus, being better at 'shooting red pluses' might be exactly what the marauder class needs, regardless of his opinion.


You seem to misunderstand what I've typed.

I'm saying: "I think I might be able to guess what's planned for the marauders, and it's something completely new. I can't say what it is because if I'm right, then ~NDA~, but you should be prepared to expect something different to be added to their current role. But in any case, I don't know for sure."

You're hearing: "Malcanis is advocating a completely different role for marauders and it's a done deal."

Incidentally, I read the post you linked and I find it a deeply unconvincing argument based on some very wide and rather insulting generalisations. If you're looking for a CSM member to support the argument that because some players are willing to endure or even prefer awful PvE, then players who would like entertaining, challenging PvE should just suck it up and do without, then you can look elsewhere, because I will never accept that.

Actually, offhand I can't think of any members of the current CSM who would accept that argument. I'd like to wish you luck in your search, but I sincerely hope you don't have any.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Stragak
#210 - 2013-07-02 11:21:32 UTC
How about making them anti Capital:
Golem = Citadel torps
Kronos = Force Multiplier of when you lock a ship they can only lock you up
Paladin = limited 'fighter' bay
Vargur = ability to bridge a squad of subcaps

"Oh look, the cat is sitting in the litter box and pooping over the side again" every time we go through these "rough patches". In good humor, and slight annoyance, Boiglio   https://forums.eveonline.com/default.aspx?g=posts&t=238130&p=82

EXIA MIKOSZ
Strike Birds Zero
#211 - 2013-07-02 12:02:18 UTC
Stragak wrote:
How about making them anti Capital:
Golem = Citadel torps
Kronos = Force Multiplier of when you lock a ship they can only lock you up
Paladin = limited 'fighter' bay
Vargur = ability to bridge a squad of subcaps


OHH NO!!!!
Very Bad Idea
Daniel Plain
Doomheim
#212 - 2013-07-02 12:04:59 UTC  |  Edited by: Daniel Plain
Malcanis wrote:

You're hearing: "Malcanis is advocating a completely different role for marauders and it's a done deal."

i indeed understood you as disapproving of the pve role of marauders. if you are not in fact against having a more pve centric marauder class, i will not argue.

Quote:
Incidentally, I read the post you linked and I find it a deeply unconvincing argument based on some very wide and rather insulting generalisations.

when we are talking about a game that is played by hundreds of thousands of people, we cannot look closely at every single one of them, thus we have to generalize to some degree.
as for my generalizations being too wide or even insulting, obviously i disagree with you. i do not know how much experience you have in the mission running business but i've had my fair share and what i described in this post was my view of the situation. if you are not willing to take my word for it, i could go ahead and fish out some threads from missions&complexes where people explicitly ask for overtanked fits so that they can get up mid mission and take care of their baby or other posts where people explicitly care about ISK/hour, compare their best completion times, brag about their deadspace tank etc.

Quote:

If you're looking for a CSM member to support the argument that because some players are willing to endure or even prefer awful PvE, then players who would like entertaining, challenging PvE should just suck it up and do without, then you can look elsewhere, because I will never accept that.

several points:
- please note that i am not talking about pve in general but mission running specifically. there is a substantial difference between a typical mission runner and, say, an explorer or incursion runner.
- it alienates your constituency when you put words in their mouth. no sane person would advocate an idea that he/she believes is awful to be implemented into eve.
- you falsely believe that the current state of missions is awful, not entertaining and not challenging. this is only true for the type of player who will not touch missions in the first place. sure, a typical pvp player will find missions dull and repetitive but there are other player types in eve and some of them are perfectly fine with most aspects of mission running (see above).
- with the current state of game mechanics and aesthetics, server lag, game pace and user interface it is impossible to make missions nearly as entertaining and challenging as the pve equivalent in other comparable games. you would pretty much have to scrap the entire client, and reimplement it with faster paced action, more colorful environments, more dynamic and direct controls (wasd, manual aiming), a fraction of the server latency and so on.

Quote:
Actually, offhand I can't think of any members of the current CSM who would accept that argument. I'd like to wish you luck in your search, but I sincerely hope you don't have any.

i will abstain from any comment other than the following: ccp tried to make archaeology and hacking more 'entertaining and challenging' for odyssey. the result is a poor man's roguelike that gets just as boring as the old system except it is now also a giant clickfest. take the hint: eve's strengths are in another castle.

I should buy an Ishtar.

The Djego
Hellequin Inc.
#213 - 2013-07-02 12:34:04 UTC  |  Edited by: The Djego
Malcanis wrote:

Which pirate BS out-do their respective Marauder?

Bear in mind that the Machariel is already confirmed for a nerf.


Well Vargur and Mach, while the Mach might receive a nerf, I would still like to see something on the Vargur that makes it different compared to the mach(and by different I don't mean plain better, and no target painter bonuses are off the table).

The other thing is Kronos vs Vindicator and Navy Domi(or the other marauders if you simply want to go with a pure efficiency benchmark), but I guess I covered that already in a few posts. It doesn't need to be the highest dps hull, just even it out a bit on the dps side and give it something it does a bit different. Covering a lot of different combat ranges very effective with a mixed weapon system looks to me like a very cool and useful role for a specialized T2 rail/sentry ship.

Golem vs CNR, is a problem in my books. While many will not see it, the Golem is actually better than the CNR if you are very good with the painting. While giving painters shorter cycle time might make more people aware of it, in my opinion the Golem should be much more focused to torpedo's than the other hulls. That gives her a proper niche and prevents ships from overlapping in her roles to much. I also might have some ideas where a nano torp Golem could be pretty cool outside of pve, but I guess this doesn't really belong into this thread. Bear

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Malcanis
Vanishing Point.
The Initiative.
#214 - 2013-07-02 13:13:53 UTC
Daniel Plain wrote:
Malcanis wrote:

You're hearing: "Malcanis is advocating a completely different role for marauders and it's a done deal."

i indeed understood you as disapproving of the pve role of marauders. if you are not in fact against having a more pve centric marauder class, i will not argue.


Well as a point of philosophical principle I'm not really keen on the idea of a whole shipclass designed around PvE - I'd far rather see EVE's PvE have fewer, smarter rats that act more "realistically" so that PvE requirements look pretty much like PvP requirements, and don't condition players to be able to take on 20 cruisers with their Faction fitted BS.

But until that glorious day, PvE-focused Marauders don't do any real harm.

I think it would be fair to say that I'm against haveing an even more PvE-centric Marauder class. I would like to see Marauders made viable for PvP, and if my guess is right, they'll have a whole new role that needn't affect their PvE capabilities at all. Which doesn't preclude a review of their effectiveness at mission grinding, I suppose.

Of course my guess could be dead wrong and Fozzie, Rise & Ytterbium are planning to make the Marauder a specialised gas miner or something even more off-the-wall P


Incidentally my understanding of the progression ladder for ships is that it's generally:

T1 -> Navy Faction -> T2 -> Pirate Faction

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Zor'katar
Matari Recreation
#215 - 2013-07-02 13:30:50 UTC
Malcanis wrote:
Well as a point of philosophical principle I'm not really keen on the idea of a whole shipclass designed around PvE - I'd far rather see EVE's PvE have fewer, smarter rats that act more "realistically" so that PvE requirements look pretty much like PvP requirements, and don't condition players to be able to take on 20 cruisers with their Faction fitted BS.

This is a nice goal, I just really hope they present it as new content, rather than replacing the current missions. There will always be a place for cathartic purging of a room full of red crosses, even if it's not as rewarding as new "PvP-like" missions.
Nikk Narrel
Moonlit Bonsai
#216 - 2013-07-02 13:38:29 UTC
One of the obvious key points to the Marauder change is this.

The sensor nerf.

Consider what the reasoning for it must have been, and whether that reasoning is still valid at this point in the game.

It is an obvious detail that this was aimed to give them an obvious weakness, to balance them in PvP so they would not be the flavor of the month type of deal.
It worked too well, however. Popular opinion would have already painted them as ridiculous to use in PvP for their cost alone, not to mention not be skill training effective unless really wanted for PvE activity.

They have demonstrated a concern they don't want this ship to be too good, but it still needs to justify the effort enough to be considered as desirable as the other T2 boats out there.
Nikk Narrel
Moonlit Bonsai
#217 - 2013-07-02 13:45:40 UTC
Zor'katar wrote:
Malcanis wrote:
Well as a point of philosophical principle I'm not really keen on the idea of a whole shipclass designed around PvE - I'd far rather see EVE's PvE have fewer, smarter rats that act more "realistically" so that PvE requirements look pretty much like PvP requirements, and don't condition players to be able to take on 20 cruisers with their Faction fitted BS.

This is a nice goal, I just really hope they present it as new content, rather than replacing the current missions. There will always be a place for cathartic purging of a room full of red crosses, even if it's not as rewarding as new "PvP-like" missions.

They can do this, if they balance it carefully.

Obviously they can't make the AI think like a PvP player, BUT, they can make it part of an encounter that is faster paced like PvP.
This means buffer tank instead of active, and a high alpha with jamming and energy neuts become more practical to consider.
Daniel Plain
Doomheim
#218 - 2013-07-02 14:02:51 UTC  |  Edited by: Daniel Plain
Malcanis wrote:

Well as a point of philosophical principle I'm not really keen on the idea of a whole shipclass designed around PvE - I'd far rather see EVE's PvE have fewer, smarter rats that act more "realistically" so that PvE requirements look pretty much like PvP requirements, and don't condition players to be able to take on 20 cruisers with their Faction fitted BS.

i hope you are aware that baring a turing complete AI (read: skynet), this will never become a reality. sure, you can tweak the numbers, make the rats tank more and hit harder, but you will never quite achieve two main attributes of human opponents:
- unpredictability
- ingenuity

sure, you can approximate an AI that will act similar to a human player in a limited set of situations. but the broader the scope and the more degrees of freedom you get, the sooner will actual players find ways to outplay the AI by enforcing situations unforeseen by the developer. (a good example are spidertanking tengus dualboxing C4s.) as soon as the AI becomes predictable, it becomes boring and farmable. this is the reason why, even disregarding my opinion on missions in general, i would advise against wasting man months on tweaking it.

Quote:
I think it would be fair to say that I'm against haveing an even more PvE-centric Marauder class. I would like to see Marauders made viable for PvP, and if my guess is right, they'll have a whole new role that needn't affect their PvE capabilities at all. Which doesn't preclude a review of their effectiveness at mission grinding, I suppose.

while i don't particularly mind either, i do believe that dedicating at least one of 20 or so ship classes specifically to pve combat is not a bad idea per se. whether or not marauders are 'pve enough' is another question.

Quote:
Incidentally my understanding of the progression ladder for ships is that it's generally:
T1 -> Navy Faction -> T2 -> Pirate Faction

this need not be set in stone either, but i have no strong opinions either way.

I should buy an Ishtar.

Mole Guy
Bob's Bait and Tackle
#219 - 2013-07-02 14:21:26 UTC
YES!
GAS HARVESTOR!!!
=)

4 x2 strength gas harvestor II's
bonuses to cycle time
storage bay
drone bonus for gas harvesting


lol

on a serious note:
you guys have some WACK concept of what marauders should be.

and this thread has ben derailed.

my power supply went out of my computer =\
no dead red pluses OR pvp.


all they really need is their power level (t1 vs t2) adjusted
their role more defined towards todays eve.
get rid of the gimpy sensor strength

i agree with CMS, they dont need to be gimped towards pve only.
they just need to be a ship used for anything we want too.

nice things to have:
omni tank
jump drive
ability to fit LR weapons AND maintain tank
scanning bonus for solo flight
i like the active tank bonus, if we could combine it with descent resists, it would be great for worm holes or missions.

we dont need cap weapons or 5 turrets

badges? we dont need no stinkin badges!
Nikk Narrel
Moonlit Bonsai
#220 - 2013-07-02 14:23:03 UTC
Daniel Plain wrote:
i hope you are aware that baring a turing complete AI (read: skynet), this will never become a reality. sure, you can tweak the numbers, make the rats tank more and hit harder, but you will never quite achieve two main attributes of human opponents:
- unpredictability
- ingenuity

sure, you can approximate an AI that will act similar to a human player in a limited set of situations. but the broader the scope and the more degrees of freedom you get, the sooner will actual players find ways to outplay the AI by enforcing situations unforeseen by the developer. (a good example are spidertanking tengus dualboxing C4s.) as soon as the AI becomes predictable, it becomes boring and farmable. this is the reason why, even disregarding my opinion on missions in general, i would advise against wasting man months on tweaking it.

It doesn't need to be smarter than it is now, in that context you described.

It doesn't need to be significantly more complicated either.

It just needs to be more clever.

It can be as simple as having a random variety of different balances to NPC fights, so that predictability flies out the window, and caters instead to a generalized fit able to handle any of the possible encounters.

It can be set to include triggers, so that farming attempts can be balanced out.

To oversimplify the concept, when you play rock paper & scissors and also know the choice the opponent will make, yours becomes obvious. That is what farming is now, I got mission X, so I grab friends and use the ships with fittings to farm it.
That is boring because it is predictable.

Remove the predictable part, and employ simple safeguards against players being able to bypass the surprise.
(You can't scout the enemy ships first, etc, because they are not there till you fully commit to the encounter.)