Right, lets get a discussion going regarding what we should do, balance-wise to make the role of dreadnoughts more clearly defined in the game.
Aim: To encourage a ‘combined-arms’ (en.wikipedia.org/wiki/Combined_arms) approach to combat, whilst also avoiding ship-spamming, and encourage (through gameplay) the players to create aesthetically pleasing fleets.
- Dreadnoughts do not seem especially unaffordable.
- Dreadnought can survive alone, to some extent, against fighters and other non-dreadnoughts, even without escorts.
- The current situation undermines the strategic case for cruisers. generally its worth using dreadnoughts instead.
A) A major increase in the base hull cost for all dreadnoughts. They currently cost about double what a cruiser costs. This could be increased another 50 or even 100%.
B) A reduction in the effectiveness of dreadnought engines. Possibly restricting most fast cruiser engines to be cruiser-only, resulting in a better case to accompany dreadnoughts with ‘tug’ escorts equipped with propulsion beams
C) A nerfing of some of the currently-available to dreadnought weapons that have fast tracking speeds, so they are no longer as effective in the role of defending themselves against fighters, thus requiring more escorts (although a defensive fighter screen, itself dreadnought-launched could do the same to be honest).
D) An increase in the weight, and also power/crew requirements for all dreadnought-only modules, meaning choosing those ‘big-hitters’ will require compromises in other areas, thus reducing the ‘jack-of-all-trades’ capabilities of the vessels.
E) A change to many of the weapon module slots to make them non-weapon, reducing the tendency to equip dreadnoughts with defensive weapons alongside their main armament.
Thought, opinions, most welcome. I know this is not the only thing that needs balancing, and lots of things are going to get tweaked, but I feel right now that the dreadnought problem is the most glaring one in terms of gameplay balance. Am I wrong?