like you have stated, I’d personally like to see the factions be more a ‘type’ of ship rather than a ‘race’ of ship.
asking us to choose a race at the start is a fairly traditional standard in an MMO. however this isn’t a traditional MMO. So this feels very awkward to me. especially because we are supposed to be mercenaries.
Fighters and frigates are currently in a better place than interceptors, but I agree more differentiation would be nice. this could be done easily with better tuned implants, improved shop UI, and the addition of more active/passive modules that synergize better with the special modules that make each ship unique and powerful.
Current mechanics really allow for in-depth and unique styles of play, that can cater to almost any playstyle. it just isn’t obvious how to do this, or even what your options are for customizing. As currently some modules are overpowered, especially when stacked (Frigate AoE buffs, Pulsars) or vastly under-rated (Spy drones, engine/fire Suppressors.)
Really each of our active modules should build around our special module. and special modules should determine the type of ship it is. building off this mechanic, we can help players customize within a specialization. but in order for that to happen, it should be easier to select active/passive modules by type and we need greater access to special modules regardless of what faction we started with. Most people I know prefer to fly a type of ship, rather than fly as a specific role.
IE: we dont’ see ‘support’ flyers as much as frigate flyers. It’s also unclear as to which faction really excels at what type of role until you’ve played for at least a week. especially since you dont’ really start seeing variety until you’re T2 and moving into T3. That is, when we first start the game, we choose a faction, rather than a ship class. While this isn’t bad per se, the support role is always the least popular. So it’s no surprise that Jerricho is the smallest faction. Rather, I feel our first choice should be ship class (Interceptor/fighter/frigate) followed by a specialization (Utility/Burst/Command). so we’re selecting _what _we are and not who we are.
I think it would also be best if Rank 1 ships included one of each type. so players can experiment more at the start as far as which type of ship they like, and what type of role they like to fulfill. Furthermore, some of the backend reputation needed to rank up, should be moved to the front. slowing down early progression during the experimentation phase and speeding up the back-end specialization phase.
this would also allow a cleanup of the ship trees. by the time we hit rank 3 or 4, we have a pretty good idea of what we want to fly. Splitting the trees up into interceptor only, fighter only, and Frigate only cleans up role progression immensely. So rather than becoming a rank 4 Jerricho/Empire/Federation pilot, you become a rank 4 interceptor/fighter/frigate pilot.
The cons of this is fairly obvious however. that being if you want to fly a variety of type of ship you have to work more. To me, this makes more sense. As real pilots typically specialize by type of craft anyway. you have to invest more time if you want to become proficient at piloting both fast fighters and slow bulky carriers. they are different skill sets. This adds further immersion, as it makes more sense to pay for a change in ship class, rather than a change in faction as a mercenary. we’re buying a liscence/receiving training on how to fly a different class ship. rather than we’re paying to be an employee of a specific subfaction.
The second problem is that PvE matches are heavily skewed to favor frigates. so fighter or, especially, interceptor pilots may feel they made the wrong choice. However, this needs to be balanced out anyway. So providing these balance changes can help support the notion of shifting your primary choice of role to ship.
To provide my own personal experience: Ranks 1-6 I did a lot of experimentation and spent a lot of my hard earned credits on buying all of my Jerricho ships. after testing all of them, I found that I really liked interceptors the best. So while I have access to all these other ships, I feel like i’m pidgeon holed. because I can only fly one type of interceptor until I invest time into ranking up other factions. This can help give players a greater since of customization within a specialization.
TL;DR:
I currently see two options for early decisions making. We can either start by chosing a role, and being able to customize type of ship. IE: I pick Jerricho because their ships are all support oriented. and I can now play a support frigate, fighter, or interceptor based on the jerricho tree. Or we can pick a ship type and customize what role we want to play. IE: I pick interceptor and have access to an interceptor tree. and can then customize the role I want to play by the ship I buy within that tree. I personally prefer the second option.
Breaking down into faction rather than class of ship:
Federation: Plasma Web/Chameleon/Combat Drones. Alpha Strike ships/Assassins
Interceptor class ships:
Plasma Web allows Federation Interceptors to have a large alpha burst. making them excellent assassin type ships. I’ve seen some devastating results when combined with the Saboteur class mods that largely increase damage dealt. Building for high crit chance, Orion Systems, and finally a self destruct module. you can really put the hurt on any ship.
Fighter Class Ships:
Chameleon is a great tool for getting close to key enemy targets and then blasting them into oblivion. a good fighter can sneak up below/behind an enemy frigate and into their blind spot and quickly take them out before they know what’s going on. They can double as a recon ship, and gather intelligence on enemy formation and look for any weaknesses to exploit. Federation Fighters can also make great raiders, flanking enemy formations, diverting their attention, and then disapearing from sight. Equiped with an engine and fire supressors they can easily punish any over-extended enemy scouts, assassinating them before they can reveal key allied formations.
Frigate Class Ships:
Combat drones make both an excellent offensive and defensive tool for the Federation’s frigates. Being able to defend allied formations from missiles or increase their own life expectancy on the front line. Equiped with a warpgate and a pulsar, Federation frigates can become a terror for frontline fighters and interceptors with extra damage, while becoming a blessing to allied front-line ships by providing protection and zone-control.
Empire: Micro-warp Engine/Overdrive/Disentigrator Ray. Securing Objectives/Core Damage Dealers
Interceptor Class Ships:
The Micro-Warp Engine allows Empire interceptors to get to a key target before any other ship. They can secure beacons or weaken key enemy targets for other incoming vanguard ships.
Fighter Class Ships:
Overdrive is a powerful tool for the Empire Fighters. Allowing them both enhanced mobility and damage for a short time. Equipping with a Valkyrie system and a target painter allows Empire Fighters to take command of the front line skirmishes and lead the charge.
Frigate Class Ships:
Functioning best as back-line damage dealers, Empire frigates provide long-range support by sniping key targets on the front line. ((Currently I feel active modules are the weakest for Empire frigates. There aren’t really any active modules that support the sniper role.))
Jerricho: Tachyon Cocoon/Phase Shield/Torpedo. Utility/Support/Tank
Interceptor Class Ships:
Tachyon Cocoon makes a great tool for terrorizing both Enemy front line ships and also backline support ships. Being able to survive through missile barrages as well as devastating pulsar blasts, the Jerricho Interceptor can easily become the bane of any enemy formation. While lacking offensive options, once it has intercepted a key target the Jerricho Interceptor can then lock it down with powerful ECM modules. effectively removing one, or several, key ships from combat for short periods of time.
Fighter Class Ships:
Equiped with a powerful phase shield that can be changed on the fly, the Jerricho fighter can survive extended skirmishes with ease no matter what an enemy brings to the table. Being able to stay in the fight longer, means the Jerricho fighter can provided much needed sustained DPS and fire support for front-line allies. Equipping with Polarization and Aegis Systems can greatly help other allied fighters and interceptors on the front line secure objectives and defend them from enemy ships.
Frigate Class Ships:
Jerricho Frigates sport the highest resistances and shields of any other frigate class ship. Allowing them to easily control large areas of space with their guided torpedo. Excelling at mid-range, they can barrage both vanguard and rearguard enemy formations with ease, disrupting formations with powerful area of effect torpedo and protecting allied flanks. Furthermore, equipping themselves with AoE regeneration buffs allows them to keep allied frontline and backline formations healthy and safe.