My current suggestions

I'm gonna post these with only sparse descriptions to keep it short. I'm not going to get into the weeds over unit balance, broad strokes/mechanics only

1)Current capture mechanic needs tweaking.
-A)You don't win when every enemy line ship is destroyed? A player can win by avoiding Whack-A-Mole with a single escort assuming they have enough points already. Consider changing this?
-B) You can win the main engagement but suffer enough losses that holding every point is impossible. With the current method of counting score a player with 1 control point can effectively count up and over the victory threshold against a player with 4 control points, assuming they gather them earlier in the match.(if I have 4 and they have 1 I they still gain points.) Change the scoring system so that you only earn points if you control more then your opponent. You'd probably need to tweak the victory thresholds, but this approach means that the real world(naval) examples more closely match the game experience. This point method is used in games like Company of heroes.

2)Identification VS Detection. So this is partly on me, but the mechanics change really threw me. I had a ship with 18K identification range and Sneaky Nids showed up on my doorstep at 4500 Units. For players who don't know Identification range is the Light Blue line, and Detection is the Dark blue. You need to detect Stealth ships with a command scan or Probe, rather then just having them in Identification range. Currently Detection range is the same for every ship(? Didn't test with every vessel) My proposal is to make detection range half the value of Identification range. So having 18k Identification means I'll hard detect enemies at 9k. Does this present undue hardship to Stealth factions?

I'm sure more will come in time.

EDIT ADDED FROM THREAD

  1. Reduce cooldown of all probe abilities. I don't know if anyone else's findings are commensurate with my own but playing as stealthy factions seems to be significantly easier. If they can't detect you they can't shoot you. Perhaps if the suggestion regarding Detection vs Identification was adopted this would be less decisive?

  2. Increase Torpedo uses. I understand why they have limited uses, in BFGA1, people would corner camp and fire off endless streams of torpedo fire. With the current setup of Multiplayer, thats a losing strategy, you need to be taking capture points which means entering the map. As it stands, Torpedo's are really a consideration for me at 3 uses per type (Regular, Melta, Boarding) I don't find myself attempting to use them in more creative ways. For instance, firing 8 torpedo's could for your opponent to turn his ship, or act in a manner you desire. However, the cost/value analysis I'm doing in my head gives me this "I could fire torpedoes and maybe get some damage, but chances are his Defense turrets wipe any potential hits, and I am kinda far away from him. I'll hold them till I'm closer." At which point I never seem to use many of my torpedo's. Would 5 uses per type really be that game breaking? It at least gives me some options as far as trying to channel my opponents map movement, without feeling like I completed wasted the points those Torps cost me.

last edited by brn4meplz

@brn4meplz I can understand where you are coming from but I fear there would be some problems with number 1: it could give kiting and stealthy races a further advantage compared to factions with slow line ships.

Number 1B seems ok but it may end up making capping even more decisive. I agree that in concept there should be a fine balance between points gained from strategic points ans those coming from enemy casualties.

I am not sure about number 2....I think stealth is kind of fine as it is. You can still make out enemy positions even when you don't really see them unless they only cruise and not use any skill but that is rare. But on this one I don't see immediate problem or drawbacks like with your other 2 suggestions.

last edited by Adm_Janus

Wow I just posted about this.

If people want to it looks like they can really be tools running away and capping/recapping

Not fun

@adm_janus I think if anything my suggestions remove advantage from Stealthy/Fast races, By forcing a defeat if you lose line Ships the engagements would be more decisive for those faster/weaker factions.
The only negative conclusion I can draw is that spending points into Escorts becomes pointless if they don't count towards staving off defeat. And thats a realistic concern I don't have an answer for.

In addition to my above points I'd like to add:

  1. Reduce cooldown of all probe abilities. I don't know if anyone else's findings are commensurate with my own but playing as stealthy factions seems to be significantly easier. If they can't detect you they can't shoot you. Perhaps if the suggestion regarding Detection vs Identification was adopted this would be less decisive?

  2. Increase Torpedo uses. I understand why they have limited uses, in BFGA1, people would corner camp and fire off endless streams of torpedo fire. With the current setup of Multiplayer, thats a losing strategy, you need to be taking capture points which means entering the map. As it stands, Torpedo's are really a consideration for me at 3 uses per type (Regular, Melta, Boarding) I don't find myself attempting to use them in more creative ways. For instance, firing 8 torpedo's could for your opponent to turn his ship, or act in a manner you desire. However, the cost/value analysis I'm doing in my head gives me this "I could fire torpedoes and maybe get some damage, but chances are his Defense turrets wipe any potential hits, and I am kinda far away from him. I'll hold them till I'm closer." At which point I never seem to use many of my torpedo's. Would 5 uses per type really be that game breaking? It at least gives me some options as far as trying to channel my opponents map movement, without feeling like I completed wasted the points those Torps cost me.

last edited by brn4meplz

AS Additional food for thought. Whats the point of Disengage in Multiplayer now? Does it actually remove the ability for your opponent to score those points? Should there be additional incentives to disengage a dying/defeated ship?

In most of the games I've played I've just left a vessel to fight to the bitter end. In campaign it makes complete sense. You don't get free ships next fight. But In multiplayer, theres no real penalty to losing vessels aside from the points your enemy gets. Perhaps if Destroyed ships granted more points I'd consider their evacuation more consistently.

@brn4meplz i am convinced it is there to get your to warp out your flag ship mistaking it for micro warp jump.

the actual answer is to prevent you from taking more moral damage than if it were destroyed. you take half the moral loss from a disengage you would from a total loss.

last edited by imptastic

Also half the VPs scored than if the ship was destroyed

So maybe it should be half the Morale loss, but No VP's if you disengage? As it stands, I don't even consider disengaging.

The Emperors Justice sounds loud on the bridge of my vessels.

I'm just putting things out there, hoping to spark constructive discussion. Theres no persistency benefit to Disengaging, so that leaves in match incentives.