This is a list of things i would like seen done asap.
One of the largest problems this game has right now is sniping. This is because if the fleet stay’s together, you develop a blob effect. and because of the general mechanics of the game, an organized group with pure snipe on it will be untouchable to anything. We tend to see this in games where you get things like a game where you have 80% of the group with 25-35 assists and the other group with 1 kill. This badly needs to be fixed.
Recommendation : Add an internal mechanic that any weapon that go’s beyond 6.5k does not damage. Nerf all weapons accordingly, as well as all abilities. this will also increase the desirability of other weapons like plasma, and short-range beam weapons.
- Energy Fix:
This is a major issue that needs to be addressed, and is really hurting the game in so many ways its unbelivable that this issue has not been addressed. Energy is a mechanic that has potential of solving almost any problem in the game. Why this has not been used correctly, I have no idea. One of the issues will be addressed regarding this below (See Defense) these two sections will work in conjunction with each other. In short, all of the modules need to cost energy, and a lot more of it. energy should be the way to prevent spam of modules, and the modules should not have a cool down. this will enable the player to work with micro-managing, there is currently a post about adding rotating shielding from various sides to other sides, but this is not needed if the cool down on active modules is reduced, and energy becomes the main factor on considering if you want to use your offensive or defensive modules at any point in the battle.
In my opinion this is the greatest problem in this game.
Recommendation : Increase all energy costs. If the modules are over-time effects (like Support Aoe heals) Increase it to 15-20 e/s. If they are warfare related damage mods, make them 20-25 e/s. If they are repair modules increase their energy to 76-85 per a use. Add energy costs to all weapons. Railgun (10-15 energy per fire) Lasers (15-20 energy per fire) Plasma (3-5 energy per fire)
Another great problem the game suffers from is dependable survivability. at times i have the ability to regeneration and tank 3-5 seconds of damage at most. This is a huge issue because any heavy sniper damage will break this already weak tank in 2-3 shots. The problem is not with sniper-gun damage, its with tanking and the way defensive repair modules work.
Hull tanking is another issue. Its not viable at the moment to tank as a hull tank. Shield regeneration from passive modules are greater then that of active, and have no cool down or cost to use. why would i ever go for anything by passive tanking? Further, Hull needs to be changed to armor (a third life type) so as to fix issues like mass of the ship and pointer-related issues, as well as make armor tanking viable.
Recommendation : Add a third life type “Armor”. Make “Armor” the tanking type for the current “Hull Tanks”. Remove or vastly lower timers on modules like Active repair (Shield boosters). **(this will take some balancing after these changes but its worth it).**Make shield tanks regenerate faster, but lower amounts at a constant speed. Make armor tanks regenerate at intervals for larger amounts. Give armor tanks a slightly higher amount of resistance.
Note: a cool concept is making armor tanks not use shielding at all, but just out right having armor to tank (a sort of second shield type). Give them biological armor that self-regenerates that way armor slot modules like “increase regeneration of armor by 50%” will be more viable.
A good way to stabilize the economy right now is to change the way that ships are upgraded from experience required, to credit requirement. this will also help stabalize the economy before the market even hits, and will keep inflation at a low and put value on the credits (which btw is getting a little inflated we need more credit sinks in the game and this is a great way to do it). This will enable players to play the ship they like upgraded if they have the means.
Capacitor slots should becomes “generalized slots” so that you can fit any 5 capacitors in the slots, however there should be a stacking debuff for stacking the same module. If you have a 40% regeneration capacitor and 5 slots, that is 200% regeneration, but it should work out to be something like 130-140% instead of 200%.
Lastly, There is an issue with supporting game community. Largely in the capacity of clans, and grouping. you currently have a limit on squad creation restricted by the type of license you have. This is a really big mistake, and disencourages any guild from really being made except those with large amounts of players that have a lot of money in a world recession. You have to understand that the game will be built around free to play people that will likely never spend more then 100-250$ here (unless the game is just amazingly super uber good which its a long way from). Its around these people the game will thrive, you should build to serve them, not the paying people. If you do this, the game will thrive. The paying people will pay pretty much no matter what. For example, i am buying a monthly license just to help the game.
Recommendation: Remove the squad-License requirement, and enable a cap of 8 at current. Clean up the UI of the squad list. Add Clans, and some sort of way of distinguishing people who are in your clan from others in combat. Something noticable so that when you pug 8/16 you know who your guildies are. things get a little messy in heavy engagements.