' Wrote:That's not much of a reason to remove half the ships in the game...
Some people enjoy their fighters, some people enjoy their capital ships. Some people enjoy both.
It's not true that the fighters only fight fighters and capital ships only fight capital ships. You'll find the side that co-ordinates both the most effectively will usually win.
The vast majority of the fighter vs fighter engagements I've been in were fine so long as the engagement stayed within the fighter class. The addition of a capital ship on either side ruined the engagement and people would get annoyed.
Conversely (though much rarely compared to the previous), perfectly good cap ship vs cap ship battles have been spoiled by bombers.
Like you said, coordination is a major deciding factor of victory during fleet engagements. It means throwing more bombers at any capital ships that show up - and throwing more fighters at any bombers that show up to kill your capital ships. What I'm saying is, on a limited server, the number of players required for one side to successfully counter a cap ship, and the other side to successfully counter the counter on a cap ship is very large - and as the game community of factions continue to grow and become more militaristic, we'll see more and more instances of combat becoming limited by the server size limit (that means making the required number of ships to take down a cap - and the required number of ships to counter a bomber rush cap counter lower). Cap ships have been severely nerfed for balance on a primarily fighter game with limited player capacity already. There's gotta be a way to make engagements more efficient in terms of people, that doesn't involve making an already gimped class more so.
' Wrote:THe only way a ca ship can be useful is if it gets restricted. I do belive Mjolner posted that.
The problem is, just as n00bl3t pointed out, restriction limits fun. As a game, we'd like to maximize on fun.
' Wrote:We do in fact, wish to maximise fun. Too bad Mjolner has nearly executive control over balance.
The issue isn't the question of balance - the devs are doing a swell job in trying to balance the various ships in the game. It's just that the concept of trying to balance capital ships with fighters in a game with a VERY LIMITED player cap has no choice but to either give fighters a very big boost or cap ships a very big nerf. Either way, one class or the other emerges as something it shouldn't be :/
' Wrote:so you want to make armadas of pwnmachines at the size of planet manhatten?
' Wrote:Or would you prefer an armade of Balloons the size of Mahnhattan?
Capital ships, in the way that they're usually portrayed in fiction - the way we like it (well not sure about the rest of you) are huge pwn machines. Space battles would involve these huge pwn machines fighting other huge pwn machines.
I would have no problems with cap ships being being less effective against fighters and bombers and conversely bombers being less effective against cap ships. I think that would solve some of the problems, though it might create just as many.
' Wrote:I would have no problems with cap ships being being less effective against fighters and bombers and conversely bombers being less effective against cap ships. I think that would solve some of the problems, though it might create just as many.
That would kill balance :/ for every class, there has to be a class to counter it :/
I'm just saying that it's impossible to pull off a good capital ship class without balance issues if you're playing on such a limited server -_-