Hello everybuddies
My suggestions are campaign focused, also in an effort to make every kind of ship usefull in order to improve diversity
I understand this is only an alpha version, but as a tester, I have to give my feedback and so do I, I might be wrong and stuff.Ill update the topic time to time with new suggestions coming up or whatsoever.
- Always select your troops:For tiny to medium dogfights, there is no part where you can select ships to join battle and ships to stand by in reserve, I would like that to change because I got ships in my fleet that are not intended to fight (scouts, civilian cargos).
I have to order retreat to some of them at the beginning of the fight which lower my command points and also prevents me to use those ships later during the fight (ex: interceptions).
- Regarding fleet points:I think fleet points are not balanced as they are now.
Fighters costs being 10 fleet points, -awesome medusa-destroyers being 11 fleet points etc. There are many evidences.
I trully think the costs should work that way:
- Fighters & Bombers : 1-5 fleet points
- Frigates: 5-10
- Destroyers: 10-15
- Cruisers: 15-20
-Capitals: 20-25
If im asked to do so, I agree to point out in a more elaborated way the balance problems that come with fleet points (in a form of a video probably, but its goin to take some times so only Alex can ask me to do that).
Speed for transporters:Their only mean of defense is speed, currently the only-one answering that statement is the Hound-Class frigate. The problem that comes with other transporters is that they will lower the speed of your fleet because they usually are the slowest ships.
My vision of a good RTS or space RTS is that it should always makes players having a variety of units, and that's the game mechanics that must define that, not the player to hide behind some RP.
Transporters in your fleet should be: miam, not: ew.
To get even more of that the cargo space of war ships could be diminish, so that transporters would be vital, at the price of precious fleet points.Demo-class and mines:Would be cool during deployment to order some demo-class ships to set mines on the map.
You know those maps with 4 points, 2 left-side, 2 right-side, would be funy to mine-up the path in between, or to mine-up one points that are not defended.
Damage would be equal to torpedoes (4000~).
Problem is, could it work with the AI?
I also thought of some kind of
dust that increase the speed at which flux generate for every ship staying or passing through the area effect (500-800).
What about some
''canon-dust'' for long range support ships, they would fire some obus that would release such ''dust''.
Anyway the base idea is some kinf of area debuff.
Pull/pulse ship system: ''tractor-beam''?
A ship system that would pull or pulse targeted ships (900-1200).
Could be usefull to take down fleeing ships or save friend ship.