Well my suggestion list to this patch is
cosmetic
- release some more crosshairs in the future, maybe also the original one
- make the option to see the hud closer again. also i liked the bigger health bars, so it could be a simple switch
- add a good buff tooltip for adaptive shield, or some effect visualizing you have it on
- additional gizmos you could add to the hud would be a nice idea (like an “effective resistance”, “effective healing rate” info display)
(i think there might be myriads of other suggestions here, but these are my main ones)
squads
- consider implementing bonus queues between the tiers, like there are between 3 and 4. since your effectiveness and battle history seems to play some part in how strong you are, only if you are stronger, you should get increasingly harder battles.
- i would reduce the initial penalty to be 0 for 2 men squads (but scale by the other factors), and move the higher penalties down, and play more with the effectiveness of the squad as the games commence (moving them up into harder games), reaching the max penalty which is currently the initial one, which can move you quite far up in tiers.
- if you would cache squad strengths per formation, that would be uber, but i guess thats a lot of additional data. however starting with this hard of a penalty seems a bit harsh.
balance:
- i really don’t like the new speed nerf. I think it broke a part of the game, and I found it okay, that T4 and T5 were both almost at max. some ships have lost a lot of speed, CO were quite well balanced to other ceptors in the last patch, at least in T3.
- lower tier ships moving into higher tier battles should still get implant bonuses (a full T2 squad playing in T3 e.g.). if they have not unlocked implants, it could simply use the faction implants for the first ship in the deck.
- the tackler buff was clearly needed in some way, but i really think, the whole situation about “stopping ships mid-air” might need a brainstorm. don’t get me wrong, it’s cool, and i adapted to it over the last months, but it seems this could be done better; I don’t know how many people feel my way in this; I miss a bit more action-reaction things going on there, to make the fights interesting, where lots of fighters and ceptors are involved, and it might a bit of re-thinking of the ECM and the tackler generally. I’d love to hear if people agree with me here.
commerce:
- make upgrade packs per tier / per item class (active ecm module, capacitor module, etc.) and give them at least partly some icon, since you don’t know what you just got (with the green ones) until you go into the score screen. i don’t think collecting upgrades for specific items is a mini game we really need.
- make recovery of mkiv items free, instead, use credits for artifact retrieval. since you can do that later, too. it just does not make sense. also it prevents players from not getting an item, just because they have no credits at the moment.
- reduce the loyalty costs of blue items, massively.
this is not related to this specific patch, but really needs to be adressed soon, and is ongoingly getting worse:
- increase the credit rewards in various ways, especially going up in tiers, or being forced into higher tiers.
- in terms of grind, i can tell you, that the message “it has not gotten worse through the new patch” is hardly believable (in terms of loyality vs. blue items). however even if it would be true, actually, that is still a problem. the grind levels are so high, that people do not learn playing the game, they learn how to grind. now i for one would love if the server capacities are not used by grinding free players who just want to unlock ships, but by playing the game well to get more wins, and always feel rewarded. GS should not be an incentive to “make the grind pain go away” (which it currently does not, being said by someone with multiple dlcs, ongoing license, and multiple golden ships with colors on them), but to get ridiculously rich for no reason. i find synergy grind / free synergy adequate, but i find the credit grind should go away after you hit t3.
- there are still enough options to level up by GS (synergy transfer, retrieving artifacts, etc.) so basicly you can get anything for money, i don’t care anyway since i want to earn that stuff in lategame - but i find the “buy credits” option could even go away, if credit income is buffed (especially if this is the exchange rate in the calc for how much credits are worth in GS - because i hardly think the current rate is lucrative).