Ahh... bounty! There's a legit issue that's fueling the upset over this for sure. Can't get pirate booty and can't even salvage kills unless they're actually killed.
Ok, that totally makes more sense, cause it seems like issues of people sending in waves and waves of hundreds of ships have
many other ready solutions besides bringing back the old SHP so people can get back to min-maxing and then complaining about how the systems create OP metas. So there is definitely need for a correction to hit better balance.
Honestly though... this outcry echoing here from Discord sounds like yet another effort at turning back the new reactor dynamics that break min-maxing, just like the tempest over S2.0 in the first place. That may be cynical of me, but it's my honest reaction because there are just... so many other approaches besides dropping the new reactor HP system and rolling back the past half year of work. Some minor adjustments to reactor vulnerability that everyone assumed would be too fragile to begin with anyway ("OMG - it's coring 2.0!!!") seem to be the most sensible
first steps in addressing the dynamic. Changes to the effects of weapon currently in development seems like another approach that follows far, far more closely than a major rollback. Those, at least, should be attempted before abandoning a new system in development.
Because I doubt that the overall new weapons dynamics are even compatible with SHP at all. There appears to be a cohesive, comprehensive vision at work here based on all the years of testing, observation, feedback. An evolving strategy for handling combat in a unique game of this sort. I don't think the individual elements of Systems 2.0 are a hodgepodge being slapped on top of the old system in a way that keeping elements of the old system wouldn't completely ruin the interlaced dynamics of the new systems.
Even if SHP is compatible with the new systems... I think it's safe to assume (based on history to date) that Robin won't abandon the new reactors at the first hint of imbalance without first at least
attempting some sort of adjustment or vision-compatible work-around as part of the development and testing process.
How is it that either way (too fragile, too tough), it's an impending catastrophe than can "only" be fixed by rolling back to the old dynamics? You mention a turret boat. What about a ship with manual heavy weapons that can effectively target a reactor? Does that still fail to make kills in reasonable time at 30:1 mass ratios or is that an extreme example? How did we go directly from people talking about reactors being too vulnerable and armor being too ineffective and new shields being too ineffective to
this? Isn't this toughness a direct response to the mass of the player feedback we've seen?
Most importantly, why is it believed that the only solution is a rollback of S2.0 to bring back SHP when the dev weapons haven't even been tuned yet?
After the course of events surrounding the 2.0 rollout, I'm very skeptical of any 'absolute' evaluations of the current dev build as being somehow utterly inviable. There are typically many good ways to solve any given problem. Weapon output and reactor fragility can be adjusted until a good balance is reached before even
considering more drastic solutions, surely.
EDIT: LMAO - Not 3 minutes after I post this comment expressing my doubts over the "necessity" of abandoning RHP in favor of returning to SHP in order to balance 2.0 combat echoing in from Discord chatter, I get this hilarious dash of salt on my profile page from someone not openly involved in the discussion... but apparently watching and quite invested. Love it!