Several years ago the following mechanics were present in the game:
- Reloading your gun with special ammunition required you to be on the gun at the end of reload. This required good timing from the players to repair while the gun is reloading, but also be on the gun when that reload is finished.
- There was no stamina so you had to carefully plan your route around the ship. Mobula could either have its crew shoot or repair and was overall much more difficult ship to play and was a high risk - high reward ship.
- A fire was much more dangerous and being able to use chem spray effectively is what made a difference between a veteran engie and a noob. One flamethrower could make an entire difference in the engagement (especially without stamina) Now you just give everyone extinguisher.
Richard, I beg you. For the sake of all that's still making this game great please do not post any ideas to lower the skill cap further anymore. I've had enough.
That's how it should be done. Collecting such data was very time-consuming and precious to me. It would be a direct blow to all who put their time and effort into getting good at the game.
You wanna know how much permahull does the other ship have?
Being able to win the engagement with 1% permahull is very important for the competitive play. And as you know competitive is never about sheer numbers. If spyglass would allow looking at ship's health (possibly through clouds and obstacles as long as the target is still marked by the other ship) then no one would care and just rush ship with less health instead of cooperating in order to beat the entire team in the engagement.