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
- 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?
4. 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.