What I hope for SC

this is just my opinions, stuff I hope happens but I get some disagree with it

if you want to have constructive talk about it welcome that, otherwise gtfo

 

these are all things I think are realistic my ideals are stronger but I will not go so far.

 

Big:

  • squad size max of 4 and stay that way
  • Squads of 2p can pop battle wihout squad on enemy team
  • 1 squad per team max
  • remove destroyer from pvp entirely. kep in openspace, pve, raid boss, etc. but no pvp no tournament no dread battle. custom battel can have it if they want.
  • custom battles give 25% rewards to encourage but no farm (much easier to play pvp even if you lose)
  • all parts for new paid stuff is omni, you can use ay part on ship or mod using parts system
  • remove neodium bery and new whatever draglift gun uses from game entirely, scale monocrystal cost for destroyer structures per tier, everything that used neo bery now uses more mcrytal than before
  • all modules, guns, and not-ships no longer require monocrystals unless upgrading to lv 5 vye blueprint
  • everything no longer require blueprints to make. revthrust, aima, etc lv5 still requires blueprint
  • remove all drops from pvp loot that are worth credits. replace with all craftable parts (graphite silicon etc) and increase pvp credit reward by 5% to compaset

Medium:

  • monocrystal drop rate from pvp/pve loot becomes 1 in 5.
  • omnipart drop rate becomes 1 in 10.
  • drop rate gives 0 care of any kend about what rank you are. you can get crystals, parts, whatever starting at rank 1 pvp pve.
  • remove dailies from os, all os systems are pvp outside of  3main stations
  • minimum credit drop in os is 100 000 but is physical loot instead of auto, all autogets are deleted from game
  • dread battles can be launched via custom battle, corp must form wing to play
  • t5 dread systems open, vets can play there so newer and less skilled players can play t3 without stupid corp balls we have now

Small:

  • Flux phaser range reduced by 25%, short range camp only
  • Destroyer wormhole module deleted from game. you want a big dumb knockout ship its gonna be slow, you dont get both not even in pve
  • Guard unique shield and hull OT boosts merged into one module
  • Engineer shield enrgy hull boosts merged into one module, active heal removed (always passive)
  • Command hull shield resist merged into one module
  • Destroyer blackhole ues command shield drain warning noise when on you, deals regular old damage instead of sneaky op hull only damage
  • Regenerating coat power max 100 on fighters 250 on frigates
  • module stacking penaltys deleted from game, thats what base slot restirction is for
  • frigate cruise missile damage doubled I love them but they suck

anway thats just how I feel, wanted to get off my chest while i have a reason to play before devs inevitably take away squads again

i wouldnt say no to many squads per team, should the population allow that, as long as both teams get same strength and size. I mean for now, 1 squad is okay, but if, just if, SC should have one day really the population, so it works fluently around the clock. would you say no to that (under those circumstances)?

 

i am not sure whether i agree with the healing mechanics you propose, on command and healer.

 

But there are points, like more increase in rewards, having squads, flux nerf :P, etc. I can just underline, even if this uses fewer words, I want to express that aswell.

 

I can understand the stacking penalty, as much as I also dont like it, from a balancing standpoint this allows modules to be easier to buff, without caring about cookie cutting. This sounds a bit strange I know, but I think, modules with weaker effects get automatically ignored without the penalties, while modules with practical things are constantly toned down in the process; in the end this means, actually more possible fits, instead of less, and generally it becomes easier to buff modules instead of constantly nerfing them to keep them in line, which increases your tactical variabilities. So I would rather call for better balancing in the options you get as modules, because actually, the penalty system ensures that no module will just be stacked, without giving up something else.

 

For the gravihole, I still see it as a badly designed module, and think, all is fine on it, except it should not be lethal, even if it has damaging, as it is a mobility spell and an area spell aswell. I still say, this is a module copied badly. It feels like a parody of what it should or could be. And as far as it is concerned, I made a prediction, they will balance it up and down like crazy, so they do.

 

Otherwise the capture mechanics might be in the way here aswell for weapons with rapid debuff damage. So maybe such weapons would simply need a new type of capture and interrupt mechanic or adjustments there could help, but generally, i think that module can still somehow be balanced in. Same for Destros in general. I whish they were two man controlled in pvp, and the other guy would be the gunner, which would also allow to have less overpowered modules scattered on 2 people, or basicly, balance active abilities of destros more carefully between solo mode and taking along a teammate to pew pew. Pew pew pew. Get em chewie!

thank you to who gave +1

 

i wouldnt say no to many squads per team, should the population allow that, as long as both teams get same strength and size. I mean for now, 1 squad is okay, but if, just if, SC should have one day really the population, so it works fluently around the clock. would you say no to that (under those circumstances)?

If population becomes like warthunder WoT, then ok more squads but with pop like sc players wait forever for squads to get out of game so we can play

need to make squads more available not less

 

I can understand the stacking penalty, as much as I also dont like it, from a balancing standpoint this allows modules to be easier to buff, without caring about cookie cutting. This sounds a bit strange I know, but I think, modules with weaker effects get automatically ignored without the penalties, while modules with practical things are constantly toned down in the process; in the end this means, actually more possible fits, instead of less, and generally it becomes easier to buff modules instead of constantly nerfing them to keep them in line, which increases your tactical variabilities. So I would rather call for better balancing in the options you get as modules, because actually, the penalty system ensures that no module will just be stacked, without giving up something else.

Then more variety of passive boost module should exist, for example vernier engine is only real rotation boost so using 3 gets hit badly by penaltys, perhaps new passive that boosts rotation but reduce max speed? one for friget to use maybe, and repeat for other mods

forcing stacking penalty at same time as forcing only certain mods to give boost is bad comibntaion.

 

For the gravihole, I still see it as a badly designed module, and think, all is fine on it, except it should not be lethal, even if it has damaging, as it is a mobility spell and an area spell aswell. I still say, this is a module copied badly. It feels like a parody of what it should or could be. And as far as it is concerned, I made a prediction, they will balance it up and down like crazy, so they do.

‘badly designed’ is understatement of year, hull damage no warning keeps you in place for more dmg and can stop beacon captures, worst design in the game no close, maybe worst in several games

make it projectile like ecm missile with static dps that hurts shield first like it fing should, better yet go with previous point of removing destroyer from pvp entirely so we dont have to care what it does