@ashardalon said in Things im hopin will get fixed or start getting adressed this upcoming patch:
thing is you would need to heavily penalize things
and then you would just end up with people winning all fights with ramming again
No they dont have to penalize anything. We got So many different ships with unique charecteristis out there that could make great fillers. And could promote more variation and openings for other builds. For example carriers. Improve them to a certain degree and now people can build around that. The meta changes and now players have to either know how to deal with it with the build they got by adopting tactics for those scenarios and clumping (like full macros or full lance) or bring a carrier of their own to mitigate ordnance damage until you can close the gap.
only reason you would really ever want to mix macros with lances would be if lances would be really really shit at popping voids
things like lances doing 1/8 damage to voids but have -70ap while armor goes to something like 70/85/99 so that macros are shit at hitting hull but great at popping voids
I dont think they need to change much on macros and lances. Lances need to just focus fire to bust shields where macros need to get close to be effective. Good trade off.
only if you do something as drastic like that would you really need both
only then would you need macros alongside crits
and even then you would need to rework crits as even the slightest bit of damage can kill a ship in a single hit thats lucky
and that rework would slow the game down so a sudden crit instakilling a ship would be even more drastic then they already are
Im sure there are ways of tweaking crits to be less RNG heavy and more controllable. Crits in its current state is alright i think. Perhaps a way to tweak crits is to put each weapon system in perspective. Macros should become worse at dealing crits by a long shot but get a considerable boost in alpha strike. While lances retain their criting power.
and if you somehow succeed at finding the balance there, wtf do you do with torps, boarding, ramming
Torps, ramming and ordnance are burst damage. So balance them around that. The games gotta have a balance between the importance of Modules and Hull. You can have all the modules in the world but if your ships about to die they wont do you any good.
Boarding should be just as important as alpha if you take out a module you just weakenes the enemy ship. Now that ship is dealing less damage or has become easier to kill.
I think the devs can eventually find the sweet spot where neither of them are over powering but are equally important depending on the situation.
you would just need to start over and make a new game
They dont even have to do that.
the games basic mechanics are binary, so you focus on one so you have the greatest chance to get the yes instead of the no
Thats not how Strategy games should play. Thats why unused ships in the rosters need a Role. Strategy games are based around units and their roles. In this case for example with BFGA we have something like that. But the problem is that some of these roles just arent effective enough to warrant their use or to build around it.
Here are the roles we got for units in bfga.
A.Escorts (scouts/Fodder/ troop transfer)
B Light Cruisers (Scout/ Flanker/ Fire Support)
C. Dedicated Macro ships (brawlers)
D. Dedicated Lance ships (Snipers, AV, critter)
E.Carriers (Artillary/ Defender)
F. Hybrids ( Jack of all trades master at Non primary design of this unit is as a plug in your weaknesses without having to forgo what you want to build around its min maxing tool)
If the devs can define these roles better and make unused ships better we will start seeing more variety. The options to go 1 trick pony are still there and should still work but there should be an option for players to dabble with some other tools and still stay competetive.
If this doesnt happen we will just kerp playing the stale 1 trick pony fleets until BFGA 2 or its players die of boredom.
These roles interact with each other and each role will have its strengths and weaknesses. Players can play to these pros and cons even use weaknesses to their advantage.