Hello I’ve been playing Star Conflict for a week or so now and I must say I love it. For a long time I’ve been wanting a Multiplayer Online game (in which Star Conflit is since its not a true MMO since it lacks the Massive world to freely explore) Ever since Black Prophecy shut down I was thinking I’d never see a good Online space themed shooter. The hanger interface, chat, and ship unlocking tree and module slots is remniscent of World of Tanks, which isn’t a bad thing since it helped me familiarize myself with Star Conflict faster. As stated I love the game but now tiime to get to suggestions and pointing out horrible game design and recommended fixes.
No TLDR, seriously giving feed back, observations of game mechanics / exploits, and suggestions to fix them.
Rank 12’s competing in Tier 2 and their Implants
I noticed playing against certain players, in squads who were rank 12 in Empire, Fed, Jericho main factions and had access to all implants could jump into lower tier ships and retain their higher rank implants and flat out dominate the entire match. I see this as an exploit because there is no way whatsoever a player who truly just reached Rank 3 in a tier 2 ship can EVER match a Rank 12 using the same T2 ship and R12 implants. This is very bad in several ways 1) It is unfair to new players who will keep experiencing these lop sided matches and then just leave because they will never win which will cause them to just quit, 2) which in turns hurts the entire game overall since you need the community to thrive.
Limit implant tiers ‘activated’ by the rank of ship you have, if I have a rank 3 ship but I am rank 9 only my implants up to rank 3 will be activated. This is the best solution for the long term to keep high rank players from dominating in lower tier ships / matches.
Full reset (which should have been done before open beta, but should not be done since your more liable to loose your veteran players)
So far I think the match making has been relatively fair in PvP, I don’t think there is too much difference (in stats) between T1 and T2 ships the thing that makes some of these matches unbalanced is that Implants are not limited by rank of ship. Match making in PvE though can be really skewed, sometimes T1’s can be paired up with T3 and since PvE difficulty is based on the highest tier ship a T1 might as well try to piss and spit on the bosses.
I like the looting system but one thing that would upset me is when I had only T1 ships I’d get T2 modules as rewards, which were useless at the time to me lol. And now that I’m T2 I sometimes get T3 modules which- again- are useless to me at the moment. If I’m a lower tier and compete in a higher tier difficulty then the loot I get should probably have a higher chance of being Experimental for my tier (not a huge jump in % chance but just a slightly higher than normal).
Main Faction, Sub Faction, Synergy, Money Gain
In my week long playing this game here’s how fast It seems I gained the above
It felt like I would gain synergy the fastest with ships. I bought 3 new ships with 0 Synergy and flew them for about 4 hours before they were all maxed out 5/5. Main faction gain seems still relatively high, I am currently rank 8 and 50% to rank 9 but I’m saving up for Rank 9 Tier 3 ships so I’m still flying Tier 2 ships which brings me to my next thing, Money gain seems relatively slow compared to how fast you can gain Main Faction Experience and gain new tiers of ships and modules which of course are exponentially higher priced and I could never afford a higher tier ship even if I saved every credit not buying modules for my current ships as soon as they became available to me. And the most deplorable and slowest gain is the Sub Faction gain, I am currently Rank 8 I have access to Tier 3 ships but my Armada sub faction is only Rank 5 and I’ve been picking up contracts as fast as they respawn. The more I think about it the more it seems like sub factions are not worth the time investing into because I’ve out ranked the usefuless of the gear they give. if anything I think sub faction gain should be slightly faster than Main Faction gain since you can spread out sub faction gain among the 6 of them.
I like the current selection of game modes in PvP but would like to see more than Beacons, you could easilly use a resupply ship, medical ship, command ship, disabled scout ship, Strategic warp gate, or some other military target other than beacons to capture / blow up with EMP bombs. The VIP mode where you have to protect your captain is an interesting game mode but one where I find some people hate it so much they just hop into a Interceptor and become first kill for the other team. I would like to see captains who choose to suicide like this be punished more severely, or captain be transfered to another player when the ally captain dies within the first minute or so. Not really a game breaker but really does suck when it happens
I recomend a few more level lay outs, I’d like to fly around a very large space station with jutting spires and having to zoom in and out between them and ships docked to the station. Basically it would be the space equivelent to an Urban City layout. A pure team deathmatch mode in arcade where there’s team dreadnaughts supporting each team and you could destory the flack cannon and missile turrets to make it easier to assault the other teams ‘territory’.
More PvE scenarios with proper scaled difficulty for all Tiers, I mean I really thought there was only 1 level in PvE when I first started, but learned of 2 more. I like a bit more variety in PvE or else things get stale.
I like the current selection but needs more Saboutuer =L or some ECM being also saboteur since the definition of sabotage really does apply to what effects that some ECM modules do.
Recently implemented but I see no point whatsover of this system in the game unless your using it to start a mailing system so players can trade modules with each other, than I’d say cool. But as it is currently implemented I find it much more annoying than useful.