Hello. I want to share my thoughts on why the Camaign/Coop, specifically on the subject of why it needs some improvement and how, in my opinion, it could be improved in order to make it more enjoyable for the playerbase. For sake of simplicity, I'll be short.
Problem 1. Frustratingly little resource gains
At the moment, only Hive Worlds generate income. There is a certain logic in that, yes. However, it results in a situation when players are always lacking resources until they get enough Hive Worlds to properly fund their war efforts. And the farther game goes, the more and the better ships players need. Plus, players always must account for ships upkeep, which is extremely punishing at the moment, even for Light Cruisers.
What's even worse is that enemy AIs seem to be completely unbound by need to generate resources, as they deploy huge fleets every term. And players are supposed to fight those fleets not just to win, but to survive. This state of affairs results in a lot of irritation, mainly because of players' flawed and weak economics.
And although I do admit that it does not make the game unwinnable (personally I play on Hard difficulty), it surely does not makes it any more enjoyable. And games are supposed to be fun and enjoyable. So far, BFGA II Camapign mode fails to deliver that, particulary because of this difficult financial situation, which makes the process of acquisition of new ships and fleets stressful and unenjoyable.
To solve this, I propose to finally make all other worlds, not just Hive Worlds (in case with Imperials), to pay their taxes. But, whereas Hive Worlds should generate a lot of resources in taxes, Agrarian (and other) Worlds should pay about 1/4 or 1/5 of money generated by a Hive World. Such change will not only improve players' financial situation and make the game more enjoyable, but will also increase the value of individual non-Hive World systems. As a side-fix, ship's upkeep prices could be lowered a bit, because at the moment of writing of this they are a little too high (which is an issue of its own, especially if the urgency gauge is turned on).
Problem 2. No ability to transfer ships between fleets
It pains my heart when I must discard leveled-up ship with which I fought and won some hard battles just because there is no button to transfer it into another fleet that I have (or might have). This is not simply half-baked, it is disheartening and therefore needs to change.
To solve this, I propose to add a "Transfer Ship" button which will allow players to transfer their ships to other active fleets they have (if within the same sector), or into a new empty Fleet (without a Leader, yet), if cap so allows. Alternatively, there should be a way to put ships into Reserve, from which players might transfer them into any other fleet at will.
Problem 3. No ability to transfer leaders between fleets
Sometimes you just need to switch commanders (within the same faction, of course). But you don't want to scrap your entire fleets or, if "Transfer Ship" button will be added, to go the long way by transfering your ships until you're done. Therefore, there should be a simple and easy way to transfer your leaders between your fleets.
To solve this, "Transfer Leader" button should be added.
Problem 4. No ability to change leaders' skills and upgrades
The chief advantage of a Leader is that only they can use special abilities. However, the value of those is heavily dependent upon particular playstyle of each player. Therefore, players should be able to change skills (and by extension upgrades) of their Leaders. The very lack of this ability makes the game feel underdeveloped. Besides, if it's allowed in Multiplayer/Skirmish, why isn't it allowed in Campaign/Coop, where stakes are higher and every advantage matters so much more?
To solve this, I suggest to add "Change Leader's Skills" and "Change Upgrades" buttons. Given the difficult economical situation in the game, skill/upgrade change should be free.
Problem 5. No ability to choose which ships of a participating Fleet appear on the battlefield
Players have their reasons to deploy some ships first, and some ships second. Especially when several fleets are present. Therefore, it's expected that there should be ways to choose which ships will participate in the battle from the start, and which will be called later. Even older games, such as The Empire At War had this feature. So, it is expected to be present in Battlefleet Gothic Armada II. Not having it here simply feels wrong. To solve this, I suggest to implement "Reinforcements Menu" (or its alternative), which will list all ships currently present within players' fleets that are in the system, as well as fleet points meter (to better understand the situation).
At the start of the battle, players will be able to choose that they have.
Problem 6. No reliable way to gain Battle Plans
Battle Plans are essential to set back to Urgency Gauge, as well as to access some highly important enemy systems, from which they direct their attacks with impunity, thus precluding players from deploying their fleets to pressing objectives elsewhere.
However, at the moment, you can board enemy flagship numerous times during a mission and, despite numerous attempts, NOT get battle plans! In fact, most of the time I fail to acquire so desperately needed battle plans, even if I raid several present enemy flagships by lightning strikes, boardings, boarding torpedoes etc. It simple doesn't work as reliably as it should.
To solve this, I suggest to increase successful battle plans acquisition chance significantly. Preferably to 80-90%, so players will be able to not only somehow control the ever growing urgency guage, but also open ways to bothersome enemy systems which cause a lot of trouble, but can't be accessed in an ordinary manner.
In my opinion, all aforementioned issues are huge deal breakers when it comes to Campaign/Coop experience, and proposed features (i.e. solutions) are absolutely MUST HAVE for this game. Thank you for your attention.