Re: Metafield
I honestly really dislike the idea of nerfing metafield, and especially the 'overloading' nerf proposed by Tone. Below I will outline the main reasons I think metafield should not be nerfed, and in the end I will discuss my qualms with this type of nerf in particular.
1. Metafield makes the earlygame challenging. On flight runs, there is very little reason to take risks. If you have a halfway decent flighthack build, you can just hack for any and all schematics you need, and build the perfect extended build by the end of factory. Any parts you fab are likely better or at least as good as anything you could find by taking on the extreme challenges in the game, like killing exiles or Zheroes. This makes flight earlygame boring and trivial. You get some decent flight parts from haulers, get your hackware stack going, put on utility shielding, and just skip your way to lategame.
The existence of metafield changes this. The fact that you can make your lategame state more powerful by getting metafield, incentivizes the player to prepare to take on Zimprinter. Doing so is extremely difficult on flight. This in turn incentivizes players to put together an insanely good build by -7 or -6. This requirement makes the earlygame challenging and interesting. The parts you can get from Zheroes or Brawn, which would otherwise be outdated by the time your fabbing gets online (or at the very least, fabbing easily replaces them, and additionally doesn't require you to keep the parts in your inventory throughout the entire midgame), now have real value.
2. Metafield makes slot distribution challenging. It has been said earlier in this thread, but metafield synergizes especially well with low-prop flight builds. This synergy incentivizes the player to plan their evolutions around acquiring metafield. This induces a significant challenge. The early- and midgame become significantly harder. At this point in the game, the player doesn't have enough energy to run metafield yet, supposing they even managed to get it, and additionally there are few good mass support utils available. The resource management this entails makes the midgame a lot more fun.
3. Near-similar lategame builds can be achieved without metafield as well. If you take a 4-prop exp. thruster build, it already nearly reaches the speed cap. The energy requirement compared to 2-prop with metafield is very similar. You have to spend an extra slot, and deal with more propulsion attrition, but you also get the extra support from the additional thrusters. Four-prop slot distribution also makes the earlygame significantly easier. Even if this setup is maybe not exactly on par with 2-prop metafield, it is very close.
The real strength of metafield lies not so much in the enabling of few-prop lategame builds. Rather, it lies in the ease of transition. If you have a suboptimal, less extreme flight build, for example a 6-prop one, metafield makes the game significantly easier around -4 and -3. At this point the player has just become able to use metafield in terms of energy, instantly allowing them to boost their speed such that they can more easily deal with things like R branches. Without metafield, this would require the player to first fabricate better thrusters to replace their old ones. With metafield, you can reach the speed you need instantly, and then worry about replacing your thrusters afterwards.
4. It's okay to have powerful parts in the game. Metafield takes significant effort and skill to obtain, and again significant effort and skill to succesfully use in a build. If it is not at least as good in-slot as the tier 8* and tier 9* stuff flighthack builds fabricate with significantly more ease, then it will not see play in lategame builds. This would be a shame, because it is a really fun item.
There is something to be said against the prevalence of metafield in most flight builds we see on the discord. One could take this prevalence as an argument that metafield is too strong. I would like to present an alternative interpretation however. It is not that metafield is too strong. Rather, there are simply not many other things bored veteran flight players can greed for in the earlygame and midgame. Rather than removing the one fun part from this major section of the game, we should add other fun alternatives that conflict with it. (Imprinting bad. Fight me.
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Reaction to nerf-suggestion:
The overloading nerf puts metafield on par with triangulator and heat shielding. Cld. propulsion already exists, and the cld. aspect is bad. Having to overload propulsion is the sign of a weak build that is already doomed to die. I really can't imagine any decently skilled player regularly overloading prop for any other reason than escaping stasis traps. Since metafield would not even help with this, it would be a truly useless item. It would be a 3 mass -20 energy utility that allows you to turn your thrusters into worse versions of bad thrusters that already exist. Metafield is an item you have to build your entire slot distribution and loadout around. If its use becomes limited like this, any time you're not using it, you're limping around on a mutilated build. The very fact that this is even being considered as a nerf makes me feel like the people who have agreed to this suggestion have never played this sort of build.
End of rant.