Okay, as mentioned in other threads, the current situation of new Queues, Bonuses, ± Rules, exceptions in CtB, etc. can kinda get confusing
And I still feel, this has more to do with information, than malicious intent of players and abuse. Yes of course, I do know from experience, that in a game you should never leave your garage door open.
What I miss visual clues for:
-
missing modules on a ship as a separate mini icon.
-
upon equipping ships, show which queue they will land in (“Deck-weight”), maybe also color indicated. (Easy, Medium, Hard)
-
upon equipping ships, show which ships might become “too weak” or even “unusable”, by adjusting their icon overlay, much like the “unavailable” one.
-
add tooltips and information about queue bonuses, maybe even integrate it into the fitting.
This would harmonize with the Deck itself also showing which Queue you will go to, adjusting everything more dynamically, and keeping players informed, less confused, and also less “enticed” to find out how to use “hidden features”, because they are there in plain sight.
Bonus:
- add even Deck hints, which are optional. This could be small checks to see if any obvious hints could help the player decide ships. Much like team composition hints in another currently famous game, they are of course completely optional. But, this could include:
* a hint to fill up all slots.
* a hint to bring some sort of support (engi, ecm, command)
* a hint to consider combat recon (if you only equip LRF and tacklers)
* a hint to consider damage types or ranges (if all weapons are close range or have the same damage type)
and so on. well this is just a brainfart, ignore this part. But if you add this, maybe even add this in games, reminding all players that “There is no Healer” and stuff. Simply as hints.
Okay okay I played too much Overwatch lately.
If this is added, I think, with the new changes, even the ± rules could be overthought to be lifted, if the future stays on the track of the current Easy/Medium/Hard principle. Which I personally do like
However I would only lift it for underranked, fully equipped, fully synergized ships, as the goal of these rules was to stop people from bringing low ranked ships to be synergized in high rank games. Unsynergized ships have to play in their own Difficulty level, which is the new rule I would enforce instead.
Another rule would be to limit underranking by having to fullfill a rank sum. As more complex rules can be visually shown already in the hangar with said changes, it would improve a lot.
This of course brings up the question, how this will affect PvE, but to be honest, I would still prefer if PvE gets its own deck / hangar, so that people can theoretically prepare multiple decks of ships, and switch between them, and since this would completely change the way the current GUI works, I kept the idea somewhat in limits.
–
And because there is space left, I also add AdamWests thought, which I find logical, changing the system to
R1-5 Easy, R5-10 Medium, R10-15 Hard.
And personally, I would not give more underrank bonus to ships belonging to medium difficulty than the lowest, so all R9, R8, R7, … ships in hard should have the same bonuses as a R10 gets.
–
Comments, thoughts, questions, insults, go for it, put your words into the box and press post.
I know, this isn’t just visual, but it’s majorly a visual suggestion.
Sorry if I have no drawings, but if someone really wants to, I can start up paint.