I´m not here to advocate for PVP or PVE, but for something that will benefit everyone as far as I believe, I really do believe that this is an important matter that has been neglected and is and has damaged the game up to this point. I´m talking about combat in SE and how it plays out. The only engaging part I´ve found of the combat, is the sheer destruction one can conjure into an opponent, be it by massive gattling arrays or kinetic missiles. However, this is not sustainable gameplay-wise, this even though the game has "engineers" in its name, because the nature of this kind of creations is one of lag and clunkiness, yet massive damage potential, they have nevertheless been with us since almost the start. This reliance of "outside the box" weapons harms everything gameplay-wise as a sacrifice to awe-inspiring results with PMWs, creating a less than smooth experience due to lag and slowdowns. Even as a proud designer of PMWs, I recognized that it´s too much of an abuse and performance drain to rely on such methods to wage war. This is taking a broad view, but it´s even worse in PVE as PMWs create a one-sided armsrace between players and the ship-ai, which, capped at a 600 meter engagement turret range and without access to PMWs, means the player which was already capable to snipe turrets with impunity, is also able to do in a second what an array of turrets would take 30 seconds to deal. But removing PMWs isn´t a solution to this, because even if we removed them, we would be actually left worse, the issue comes down to the way vanilla combat plays out, essentially, a slugging match, a battle of attrition; who has the most guns, ammo and if we´re lucky, lack of qualms about ramming the other guy. Let me explain, since turrets respond inmediately to threats and engage accordingly, this means that if you´re within 800 meters you are both giving and receiving damage at a steady pace. This means that "default" combat is extremely fast to ramp up to full intensity or absolutely cease to exist after the 800 meters mark, yet, this does no correlate to the fight ending quickly. This has more in common with seeing your old TV slowly die out and be less responsive, than what you´d expect from delicate equipment such as spaceships. And finally here lies the answer for me, the combat in SE has it backwards, you make combat a really, really slow buildup, like suspense, but the outcome is high octane and short lived if all the eggs are put into a single basket. This means, combat should be layered as you get closer: 8km, maximum large grid missile range, making for innacurate and sloppy missile harrasment from ships. 7km is a buffer zone where you decide to commit or not. 6km, the maximum small grid missile range, you can fire away without much risk, or payoff either. 5km, maximum range for gattlings, things start to get hot and nasty for small grids on a straffing run. 4km, buffer zone, still time to just harrass a little and back off 3km to 1km, absolute turret killzone, either you´re here because you know what you´re doing or you really screwed up. Less than a kilometer? too close for large grid turret tracking, giving agile small grids a place to shine within margin. This is an idea I´ve put in practice myself with mods, but I really want to hear your take on the way combat plays out on SE and your thoughts on how you could realistically improve it.