Wise Old Dog wrote:If we can have the responses in the thread have a little more than some pointless banter, we can save space and offer something relevant for everyone here to read through, thanks
Frankly I'm not understanding your point Miss Murder (is that what I should be calling you?), if in terms of balance you're trying to bring realism to what dictates tactics and strategy in a video game? You can do some nifty stuff with your unit positioning and formation, all that good jazz, but it'd be hard to take you serious if trying to say all this about "true oceanic warfare" when considering how drastically different and unreliable this game is to actual strategy. I don't mean to crush expectations and immersion, but you do have to take a step back to realize why balance runs the way that it runs here
Unfortunately naval combat does not run ideally run in games as we would like to.
If you really were a Wise Old Dog, you'd know that you can call me anything you like, since it's your money
Whenever I successfully pull off a successful outflanking or crossing of the T (particularly the latter), it's always tempered by the realization that it's because my opponent was blind. In the real world, or, at least the belated 20th centuy world that the FAF direct fire naval game mimics, that would have been considered realistic.
In the FAF world, it's because I got lucky. For me the talk about tactics is as academic as a comparison of frigate dps, since the fact is that, in the
FAF world, to see what's happening around you is to simply stick a rod in the ground and to give it a burnt offering if you want to see further. You spam up a bunch of scouts. Instant, reliable, persistent intel.
Hey! Suddenly I'm off to my 1-2-3 spreadsheet. Hey no fair! He has more DPS than me at game tick 204! Then it turns into this boring slugfest; the victor of which is often the guy who can best suck muck from the seafloor. Flanks disappear, it's 1918 all over again (ha), and all that matters is how many shells you can build and cart to the front lines.
I'll tell ya what, after
four thousand years of total war, we haven't learned much, have we?
Anyway. My point is this - forget about dps and mass cost. It just needs to be enough to be roughly equivalent. I'd rather take range over dps too, tbph (entirely different discussion). If you want to improve this game, drastically reduce the effectiveness, persistence and ease of acquisition of intelligence.
The fact of the matter is, if you are fighting blind, then it doesn't matter if you have more dps or hp or what have you.
If you get caught with your pants down, you gonna get fucked even if you carry a bigger stick.And that, my furry little friends, is what I call perfection in a game.