My 2 cent.
What ranges of ranks can play in one battle? Try to mention general system of technical levels, crossing ranks in battles, etc.
1-3,4-6,7-10,11-15. With no crossover between these 4 ‘tiers’ Max rank ship slotted decides which q.
1st two ‘tiers’ are beginners area, limited ship ranks modules etc. However players with even a little experience to get to 4-6 will dominate 1-3 so keep separate so as to not discourage new players.
7-10 ‘core’ area of the game many older players favourite R9 ships still very viable destroyers are limited through being only R8 and the top of ‘tier’ are some very good but largely underused r10 ships. Also new spiral and endeavour gives players 1st chance to usefully customise non destroyer ship.
11-15 end game content. R11 has most regular ships of any rank in the game increasing variability and choice in specialisation. Players new to the ‘tier’ can build a destroyer at r11 if they believe it will help them. Dart and Gargoyle start at this rank giving a player a further taste of ship layouts unique to them. All ranks afterwards are only increases in power and player specified modifier layouts.
Finally no pvp q without at least 3 ships in slot.
What should be the main parameters for matchmaking teams? Things like characteristics of the ship, the skill of the pilot, etc. Remember - a large number of parameters significantly increases the waiting time!
Player skill, specifically w/l and k/d. Large squads should have to team with much less experienced players.
How should Jericho, Federation and Empire ship trees be changed, but not significantly, so that the game becomes more interesting? For example adding new modules, special modules, particular ship rework etc
Module reworks, much less single button push beacon denial weaponry.
Choice of passive ship bonuses when levelling regular ships, much the same function as ‘building’ a ship but with no choice of passive modifiers. Decreases the amount of same builds that develop in regular ship tree.
What exactly do you think should be changed in Crew Implants system?
Only a change to the interface to highlight the level at which the implants will effect the slotted ship. Also new players should not have to ‘unlock’ each crew as they are at a severe disadvantage from not being able to customise each ship.
What should be changed in the Bonus System, which strengthen ships in uneven battles?
Similar percentage + based system as now within each ‘tier’. Should allow for smaller additions within the rank grouping but ranks 13-15 excluded. Viable then to purchase R12 premiums as last rank where bonuses will be in effect. Also r14 destroyers, r13-15 alien ships and fully customised crafted ships will not be further buffed by rank bonuses.
Something needs doing this game is a poor imitation of past self.