Also something that needs to be considered is the impact of squads in certain game modes.
In Beacon Hunt, everything is pretty straightforward. Voice communication during these games usually consists of “alright, next beacon” and “I got an (insert ship class) on me.” That is the level of coordination needed for that game mode. As such, squads can still lose to unorganized solo players who understand the game mode and fly well.
Domination is also fairly straightforward. The only coordination required is planning which beacon to attack or defend. That can be accomplished easily using the “All eyes on …” command. Squads are not necessarily going to win, but they help when defending or attacking a single location.
Detonation is where it gets tricky. An elite solo player can carry a team. A squad that works well together can also perform well enough to ensure victory. Frequently, I find opposing teams consisting of a single, well-organized squad and the rest of their team intuitively knows which moves to make next. Meanwhile, my squad flounders because five people on our team have chosen to play Long Range Frigates that round, and aren’t moving to cover beacons or to grab EMP bombs. Now my squad is facing an entire team without much help, and there is a squad on the other side that is well coordinated which makes things that much more difficult. Detonation is the game mode where I believe equal squads should face each other. A four-man squad running T3’s shouldn’t go up against a two-man or three-man squad flying T4’s either. The number advantage with regards to communication trumps any advantage gained by equipment.
in Combat Reconnaissance, I see a number of issues. There should be some tips that pop up on the screen when a player dies over and over in this mode, because some people just don’t seem to get it. When I see a squad of ESB’s on the other side, I know that to have a shot at winning we typically have to kill their captain quickly. ESB’s don’t tend to over-extend. They sit back and wait for the action to come to them. If I take off and try to attack the captain, other players on my team may follow suit. If we fail, they often do not recognize when the change in tactics needs to take place, so they will continue to fly into the teeth of the enemy until the other team’s kill count becomes insurmountable. Squads can be effective in protecting the friendly captain or assassinating the enemy captain. Due to this, I think squads in this game mode should always be equal in number and have similar equipment so that the results come down to teamwork and player skill.
What can I possibly say about Capture the Beacon that isn’t already well known. In 90% of these games, one or more players from each team will rush in and try to be a hero. When they lose all their ships after three or four minutes, their team is at a disadvantage. If we are to make this game mode fair, we need squads to be absolutely equal. By that I mean four-man squads should face four-man squads. Not two squads of two. In another scenario; a team consisting of a four-man squad and a two man squad should not be pitted against a team consisting of two three-man squads or any other combination that isn’t absolutely equal.
I understand that with player base not being what we want it to be, some of my ideas are not workable at present. I am not banging my fist on the table and demanding these changes now. I think they should be examined and tested, then “put on the back burner” to be implemented later, when the player base is sufficient to handle them.
Thanks for reading. What is everyone else’ opinion?