couple of suggestions

first problem i see is the reward system, as far as i know works like this:

give the final hit = big bonus

hit him at least once in the last seconds before being killed = assist

didnt do dmg a few second before ship was killed = no reward

this system is broken beyond belief one could take 90% of an enemy ship before someone else show up and finish him and all what you get is an assist and that if you are lucky, cant count how many times i took over 7x of the hp+ shield of a ship before this one escape just to see it destroyed 10-15 seconds later for no reward at all.

can you imagin what will happend when the game population grows? everyone trying to kill steal to get the maximun exp posible, it will be a insult fest of people raging.

making exp gain be based on dmg done is by far a better and less rage inducing system wich brings me to the next problem wich is healing, one can take 90% of an enemy ship before he manage to escape, 20 secs later you find him again and surprise he is full hp again :008j: keep the small regen if you whant but heal modules need to go.

missiles: i think the number of misiles each ship can carry need to be increased, they are quite slow compare to standar guns, they can be outurned by interceptors and to some extend fighters, due to their speed and turning is quite easy to just hug a rock to detonate them on it and the amount of anti misisle system dont help either.

options for main modules: i dont have a better way to call the special skills each ship has (desintegrator, microwarp engine, etc) i was thinking it would be good to have an option to choose fom several modules that will greatly enhance the ship giving them diferent play style, using frigates as an example we could have:

desintegrator module (what we have now)

comand center module: will greatly increase ressistance and gives the hability to enhace ally ships in the vecinity 4 options:

comand center module (offense): increase damage

comand center module (defense): decrease damage taken

comand center module (comunication): increase detection range, and lock on

comand center module (assault): increase ship speed and turning

erradicator module: unlike desintegrator it can be used while moving but will trade range (4-5k range) for more damage, it will olso speed up frigate turning

Hello and thank you for your feedback.

The last hit issue is already known, but at the moment I dont know if and how it will be solved in the future, because at the moment there are a few more things with a higher priority.

I think about the regen there will be some improvement soon.

Missles: I think there are enough missles on the ship, I remember in the past where the missles determined which team could get the faster kills and this decreasd the dog fights a lot.

For the modules there will follow a couple of new modules and old ones will be changed, but at the moment the special abilities will stay.

Hello and thank you for your feedback.

The last hit issue is already known, but at the moment I dont know if and how it will be solved in the future, because at the moment there are a few more things with a higher priority.

I think about the regen there will be some improvement soon.

Missles: I think there are enough missles on the ship, I remember in the past where the missles determined which team could get the faster kills and this decreasd the dog fights a lot.

For the modules there will follow a couple of new modules and old ones will be changed, but at the moment the special abilities will stay.

i forgot to add that the winning condition should be reworked is getting quite anoying to get draw after draw after draw even when fight are like 5 vs 10 becouse beacons are the only thing that seem to matter.

Hello and thank you for your feedback.

The last hit issue is already known, but at the moment I dont know if and how it will be solved in the future, because at the moment there are a few more things with a higher priority.

I think about the regen there will be some improvement soon.

Missles: I think there are enough missles on the ship, I remember in the past where the missles determined which team could get the faster kills and this decreasd the dog fights a lot.

For the modules there will follow a couple of new modules and old ones will be changed, but at the moment the special abilities will stay.

Honestly I think the last hit issue can be solved as it is solved in most games, simply change the kill reward to be given to the person who does the most statistical damage.

Also, the experience and money icould be given depending on the damage done, the more damage you do, more you get, also there is a small bonus for the one that does the final shot. So all the players that shoot that target, get something.

About missiles, I think that at least, fighters should carry more, so they can have the role of a bomber, with heavy payload but they need to be in a certain range to launch that payload. In this way, interceptors, that are more suitable to dogfights can also fulfill the role of interceptors, taking down the bombers before they get in range.

Maybe it sounds like fantasy but, it’s only my opinion :).Need to test more!

Also, the experience and money icould be given depending on the damage done, the more damage you do, more you get, also there is a small bonus for the one that does the final shot. So all the players that shoot that target, get something.

About missiles, I think that at least, fighters should carry more, so they can have the role of a bomber, with heavy payload but they need to be in a certain range to launch that payload. In this way, interceptors, that are more suitable to dogfights can also fulfill the role of interceptors, taking down the bombers before they get in range.

Maybe it sounds like fantasy but, it’s only my opinion :).Need to test more!

That sounds pretty good to me and about my post what I meant by “the most statistical” damage is the highest percentage, so make it simple for the devs and break it down based on percentage of damage done to a target out of a total of 100%.

Whoever scores the highest percentage of damage on a target gets most of the reward, but the person that gets the final hit gets a slight bonus, as you just mentioned.

Dividing it by percentages makes it simple.

Also, the experience and money icould be given depending on the damage done, the more damage you do, more you get, also there is a small bonus for the one that does the final shot. So all the players that shoot that target, get something.

About missiles, I think that at least, fighters should carry more, so they can have the role of a bomber, with heavy payload but they need to be in a certain range to launch that payload. In this way, interceptors, that are more suitable to dogfights can also fulfill the role of interceptors, taking down the bombers before they get in range.

Maybe it sounds like fantasy but, it’s only my opinion :).Need to test more!

I’m sorry but I do not really agree. This method wouldn’t give a much of a solution, people would still try to steal kills when not necessary and frigates/sniper weapon users would get more since they usually do more damage than anyone else.

About missiles, did you see that upon receiving T2 ships, these starts to carry more and more missiles? Also, if you have the right skill, you may be able to equip kinetic or EMP missiles, and this should help a lot in packing a good punch for frigates.

Trust me, if you have, for example, sniper plasma gun and kinetic rockets you end up taking down a frigate in 4-5 seconds or less.

I’m sorry but I do not really agree. This method wouldn’t give a much of a solution, people would still try to steal kills when not necessary and frigates/sniper weapon users would get more since they usually do more damage than anyone else.

About missiles, did you see that upon receiving T2 ships, these starts to carry more and more missiles? Also, if you have the right skill, you may be able to equip kinetic or EMP missiles, and this should help a lot in packing a good punch for frigates.

Trust me, if you have, for example, sniper plasma gun and kinetic rockets you end up taking down a frigate in 4-5 seconds or less.

Maybe if the ship (an ally) that spotted the enemy so the sniper/frigate could shoot to him from afar, gets 50% or a certain % of the exp and money that frigate would recieve, for example: interceptor spots an enemy, frigate shoots and for that shoot get 100 exp and 1000 silver coins, the frigate will get that, and the interceptor would get 50 exp and 500 silver coins. (I don’t want to sound like you steal 50% of the frigate reward, no, the spotter reward is based on what frigate gets, so the more damage does a frigate, the more gets the spotter). If there are more than one spotter, the extra reward is given for the first to spot the enemy, and for the one that continues spotting it. So also, some interceptors can have the role of full scouts to detect the enemy from afar, so frigates can take them down, without the enemy knowing who the hell is spotting them.

Yeah I know, sounds like I’m mad :slight_smile:

I saw the stats of the ships at the russian wiki, translated to english. I find that interceptors fulfill more the role of the fighter, as it’s speed and agility makes them the dogfighters, so the fighter with more missiles, can get the role of a bomber, with less guns maybe. Let them be some kind of fighter-bomber. Well, I’m new here, still I have to learn a lot.

Maybe that should help, if you find any problem, I would be glad to hear it. Just forgive me If I say idiot things :slight_smile:

P.D: tenshou, I didn’t understand you at all :). We thought the same.