The core content of the space war game is fleet combat. The current fleet battle is simply a numerical battle. The fleet of the two sides does not move in a fixed position, only exchanging unilateral attacks with each other, and the battle ends.
This is a combat system that can only be experienced in mobile games. Also, the lack of variables makes it impossible to overcome numerical inferiority, and there are no scenes like dramas that win by tactics and strategy in unfavorable situations.
For example, a player playing another civilization can only use two or more fleets to take down one ripchee fleet, and nothing else he can do. This means balance breaks and reduced fun. To be honest, the current fleet battles are very boring and unfair.
To overcome this situation, an element of ‘creation of variables’ is needed.
For example…(In the examples below, number one is the prerequisite.)
Movement of ships during fleet combat : I know that the previously existing ‘Movement of ships during fleet combat’ was deleted due to logic problems and bugs. Without this, the battle is boring and do not dynamic, making not want to see the battle scenes. Players can predict the result without even seeing the battle scenes. Movement is also one of numerous strategies and tactics. Therefore, the movement of ships during the battle of the fleet is essential.
Use terrains : For example, if a fleet battle takes place in an asteroid field, ships can avoid an attack if they hide behind an asteroid.
Adding durability to each module, weapon, and engine: Simple damage to the armour and shield can have somewhat obvious consequences. Add durability to each module, weapon, and engine, and if they are subjected to damage beyond endurance, they should be temporarily disabled or able to be destroyed (each module or weapon has been destroyed, but if the ship is still alive, then the upgrade will allow it to be refitted). Also, when manual combat is released in the future, it will require very delicate controls.
Weapons capable of destroying fighters : Currently there are no weapons capable of destroying fighters, so unilateral attacks are possible. The fighters should be capable of being destroyed.
Combat Field Extension : There is a variable creation that can be obtained from this.
5-1. Long Range Weapons: Long range weapons can sniping and kaiting at long distances.
5-2. Short-range Warp : Mounting a short-range warp module would allow it to jump a short distance within the field of battle and punch a counter to a sniper ship equipped with a long-range weapon.
Knock-back weapon : The damage is weak, but when hit, the enemy ship is pushed out of its current position. This may interfere with the maneuver of avoidance or may disrupt the position.
Decreased Movement Speed : If the enemy ship is highly maneuverable, it will be difficult to hit the projectile weapon. However, if it is equipped with a weapon that reduces the speed of movement, the situation will change. It is possible to induce a malfunction in the engine of the enemy ship and then drop a certain percentage of the moving speed.
Assult ship : There must be a dedicated weapon (e.g. a giant saw) and the range must be very short, but the damage must be strong. Attack using a short-range warp would bring the battle to its advantage.
Imagine how dynamic and fun these variables will create battles. Imagine how cool these battles would make the fleet battle video recorded by the players.