I have been thinking on balancing for a while and here are a few “solutions”:
Frigate speed cap at 200
Fighter speed cap at 400
Inteceptor speed cap at 650
This should fix the errors in the engine with regards to the speed, but still leave each class with their own advantages
Time between Disintigrator shots extended by 2 seconds
This should be enough to not make them useless, but give players a chance to get in cover. If they get sniped and don’t move, then they deserve the second shot. This will alo allow players who hang 11,000 meters out of combat to be harassed by inteceptors, and also allow inteceptors to fulfill their role properly, encouraging snipers to stay closer to allies.
Decrease time between Federation Frigates special ability by 30 seconds
The drones are completely viable, but the cooldown is not. This should correct the issue entirely and encourage more people to play federation frigates.
Inteceptor damage decrease by 2% on main weapons
Inteceptors restricted to Rapid Fire weaponry
Inteceptors granted more rockets
Inteceptors “cap” 2% faster
Inteceptor module cooldown reduced by 2 seconds
This will encourage inteceptors to fulfill their role more properly. Ninja capping, hit and run and harrass.
Fighters “buff” modules removed and given to frigates
Fighters given 2% damage increase on main weapons
Fighters restricted to Assault weaponry
This will encourage fighters to be the vanguard of an attack. Remaining in range of their frigates to defend them and provide the firepower to oppose the enemy team.
Frigates granted one extra module slot
Frigates are restricted to heavy weapons
This will encourage frigates to get to the front line instead of hanging back on their own. Having only heavy weapons will make frigates an easy target for inteceptors if they are without support and fighters to support them to retain buffs. All in all, Inteceptors will act like a pack of wolves and weak in major combat, Frigates will be big punchers against fighters and frigates but an easy target to inteceptors, fighters will be big punchers to inteceptors and fighters. This will encourage all to play their roles properly, to stay as a team and move as a group. If they don’t then they are picked off or outnumbered. This will also allow for more versatility with modules.
Jericho Frigates granted 4 “jericho guided missles” per battle, in addition to regular missles, and special ability increases shield resistances by 30 for 10 seconds with 40 second CD
This will discourage Jericho frigates from sitting back and firing guided missles all match, but it will also make shield “tanking” completely viable.
Choice of matchmaking regarding squad sizes (4v4 - 6v6 - 8v8 - 12v12)
People are devided over the chaos or organisation. Let them choose.
Deathmatch mode added (1 life - 1 ship - no objective other than to be the last team standing)
Because everyone wants to know who the better team is.
Laser weapons range decrease to 6,000m
Because shooting players with lasers at 10,000m is a bit excessive considering their accuracy.
Rapid fire railguns rate of fire increase with damage and spread reduction
The current rapid fire railguns are pants and hardly anyone uses them.
Tooltip errors fix (Military sheild booster, Skill pitch axis)
There are some mis-translations that are a little misleading sometimes.
Implementation of a trading system
It will open the game up to new levels. Implementation of trading not only items, but also an economic system for the open world.
Spy drones now show enemy ship "buffs"
This will be a major boon and also encourage more people to take them and become team players.