---- gameplay balance bugs
A. LRFs do way too much damage and can decimate entire fleets in the open. 3 second reload? give me a break… that plus their cloak makes them extremely lame, campy and annoying. it’s even hard to point out a target for your team that keeps cloaking… you call it out, it cloaks, and your team is confused… LRF shouldnt be able to remove its radar signature… not to mention nerfing some of that damage. it will 1-shot a ship in the hull, and 2-shot it from full hp. 2 LRFs can 1-shot fighters… and yes, you can hit fighters 50% of the time at 12km range… frigates? forget it, those things are dead…
B. covops/int/recon can run circles around fighters. that seems like a bit of a stretch. you can’t even turn fast enough in a fighter with collission compensators… you should at least stand a chance, but in every single case vs a semi-skilled pilot even, you cannot outturn them to even get a shot off…
C. guards are pretty useless, at least the T1 variants. they don’t have dps or turning speed. just tank. basically a huge target and nothing more.
D. fix the recon commander exploit. they can keep warping around the far edges of the map behind their team, so they get 20km to see you coming, then warp away at the very last moment wasting your time to get to them, then they repeat again. only way to prevent this is to commit 2 units… first unit to force the warp, second unit recon to warp to his new location after he warps. however, this doesn’t guarantee success since the recon has to kill him. if he fails, or if the commander warps to his teammates, then its another few minutes before you can attempt again… this is really stupid and lame… not to mention, try coordinating this in a public game… commanders shouldn’t be able to warp and kite 10+km… command should act like a ‘flag’, not reducing your move speed, but at least preventing you from warping in any fashion.
E. matchmaker paired an entire T1 team vs an entire T2 team… that will be all…
---- contract/mission/territory bugs
A. remove any ship restrictions from contracts. this causes imbalances in team compositions.
B. to even the odds, have the RNG calculate higher odds to select tiles of the faction who is winning more often. so it becomes harder to take more territory the more you have.
C. contracts should auto-renew. or just stay activated, and the reward handed to you for each mission. yes, i consider this to be a bug.
D. reward some contract loyalty when contracts are failed. otherwise it become impossible to level certain factions when teams are being stacked against them (people will usually check the mission map to see which side is winning and join that one). also, it only makes sense that your loyalty should be rewarded for taking part in a conflict, regardless of the outcome. after all, you’re sacrificing your life (or your time in this case) and your ship (maintenance costs).
---- cost imbalances
A. reduce the costs of premium ships by 75%. T3 should cost no more than 3$, T4 no more than 4$, T5 no more than 6$. and no ship should ever cost 8$. in fact, that’s pushing it. it should be lower, but it’s the maximum that most people will tolerate. furthermore, consider a common scenario: someone wants to buy 4-6 (avg 5) premium ships from each tier, do the math: 41k for T4, 20k for T3, 7k for T2, 3k for T1. that’s 71k… and 71k translates to approximately 140$… nobody is going to pay 140$ to not even own half the premium ships in the game. this would mean that they’d need to spend 400-500$ to buy all of the ships, not including the T5s coming up. if you want to throw T5s into my calculation it would be about 1000$ to buy all of the ships. that is insane, and people will rightly think that you are insane.
B. as a note to the point above, T4s cost 16$, T5s will cost 32$… that is crazy insane… what are you smoking?
E. what publishers often fail to understand is that by lowering prices, you’re not lowering profits. you are increasing the amount of items users will buy, since most people spend on average 50$ on a game, regardless of how many items that will buy them. just because items are more expensive doesn’t mean people will spend more, it just means they will have LESS items, which makes for LESS happy customers… understood?
i see now… you are inexperienced…
haha. also, don’t forget experimental mod salvage, which can run you more than the cost of your ship…!!! otherwise itll take forever with the base 10% chance.