First, a few times in this thread players have made claims that it doesn't matter where things are located because combat is so imprecise that attempting to target sections of ship are fruitless endeavors. So why does it matter if we changed how systems are arranged internally?
misrepresented my argument to make it weaker. if some other player made a statement about placement being pointless, why did you qoute me then direct that to me? i did not ever say it doesnt matter where things are placed. i said its hard to intentionally target specific stuff. because it is. how in the world does that suddenly mean placement isnt important? just because my weapon pcs are hard to hit on purpose doesnt mean i should just say fuck it and strap them to the nose of my ship;good placement reduces accidental and incidental destruction. i have a hard time believing you dont know this, and feel like you are trying to devalue my position.
An example.
Currently: Systems are spread all over a ship. Fighting is imprecise, which means your shots land across the entire hull and do little damage to systems per shot. After 2 minutes of fighting you've whittled down the enemies systems enough and they are dead.
Proposal: Systems are more concentrated in specific locations. Fighting is still imprecise, which means your shots land across the entire hull and miss those systems completely. After 2 minute of fighting you finally land a shot that breaks through any protection that system had, and destroy it, killing the ship.
except this isnt how it will play out. as of right now, some systems are obviously more important than others, but in a well built ship redundancies or leeway in tuning can keep a ship fighting after some of its main systems get damaged (weapon pcs, core power, maybe aux) and what youre not seeing when you observe a fight instead of participating is how those well built pvp ships are handling problems like having their main weapon pcs shot out from under them or having their power shredded enough that it cripples most of their functions.
in your proposal, one of the major crippling conditions (power) is removed for a rng based luck roll on if that metagun projectile instakills you. youve changed literally nothing about placement being important, while removing one aspect of dynamic adjustment to stat loss during combat and replaced it with "roll dice, 1 and 6 = instant loss." in no scenario does this add to gameplay. if aiming were easy, itd be insta core. since aiming is hard, its RNG core. either way, youve introduced an instawin element, and piercing through defenses is INSANELY easy.
As for the second thing I wanted to say. I'm not certain we ever said we would let players see where these concentrated targets are, I've not heard of it. Not sure how you expect to core anything if you can't find out where to shoot. You'd need knowledge of the design. That isn't being given out just because the mechanics changed.
i did not claim you said anything of the sort. its about 95% irrelevant though. weve both said its difficult to purposely aim for a specific spot on a ship, except for when youre moving slow or not at all, which is an important caveat to note as it does occasionally happen... so going by our own agreement that aiming on purpose is difficult, why does it matter so much if we know there the reactor is in frantic combat? the simple fact that IT EXISTS is enough to introduce a random i win element, because shots dont always go where theyre aimed.
also, have you never heard of build mode spying? t takes 3 seconds to snoop through a ship and find its weak spots, whether you manage to take advantage of that knowledge or not.