Hello,
I would like to write a few words on current state of combat mechanics and possible strategies and point few possible ways how could our beloved game evolve.
Me and few of my friends have played some battle scenarios with quite simple rules. We defined battlespace, how much credit we are allowed to spend on our fleets and have a simple mission goal to take and hold randomly choosen sector.
We tried quite a few classic sci-fi modus operandi for space combat. In the end we come to the conclusion that Starmade have most similarities with Honorverse (http://honorverse.wikia.com/wiki/Main_Page). So Ill explain basic fleet doctrine we found most effective.
Same as todays naval combat the first objective is simple: to detect the enemy while avoiding detection. Since radars are quite powerfull in game at the moment radar jammer shows up to be cruicial, same as use of scout ships. In perfect scenario you detect enemy fleet, power up the jammers and charge them. Moment of suprise is in my opinion way to powerfull in curret state of game but Ill get to that later.
Now you get to the "real" combat". There are two possibilities how to destroy enemy ships. We called it the "pierce" and the "smash". Pierce tactic is to use AMC to penetrate enemy shield, slice through the hulling and blow up the core. Since your enemies wont be sitting ducks its not as easy as it sounds but with a moment of suprise and concentrated fire you can destroy huge ships in few seconds. Smash is not so elegant but much more spectacular. Use AMCs to disable the enemy shield and over-flow then enemy ships with missiles and just watch the boom.
Heatseeking missiles is the only way to go at the moment. Guided take way too much time lock, and dumb-missiles are just plainly dumb.
Very important is manuevering and it will take quite a lot of time to get your fleet coordinated. We find out that bast formation is spiky column. Why that ? The spike-ship or point-ship is going to take the most of the damage and its simply better to completly loose one ship rather than divide damage to and have two or three crippled ones since missiles do alot of damage. There we get to cloud tactic, since there is no ammunition its very demanded to have as many missiles in air as possible. So there will be a swarm (cloud) of flying missiles around your ship/fleet , you manuvering to get to the point where you can penetrate enemy shield and when you do, missles will easily destroy enemy ship and in the same time you try to hold your formation while crazily flying aroud. Its quite a mess
To sum it up:
What I found absolutly useless: repair ships (if they can not re-create destroyed block absolutly useless, even as possible AI controlled drone), turrets (if the AI would be fixed in future there is possibility of using them in fleet combat, I imagine ship covered with extremly heavy turrets which can replace curret classic spear like AMC), guided missles, dumb missles, small ships in general (with proper AI they could be used in great number as drones but so far the bigger the better)
So now I can get to the suggestions.
Ill begin with the maneuvering. This issues was in several other topics so Ill write simple. No "shift" emergency break, momentum is momentum. Make thruster orientation matter, there shouldnt be same acceleration in all directions.
Ship constrctuion. Buff the hull, at the moment its only decorative block. The core need a overhaul. So far you have targeting diamond on the core which makes it extremly vulnurable. Targeting diamond in my opinion should be on geometrical center of the ship not on the core. Size of the core should scale with the size of the ship. So bigger the mass the bigger core should be (it makes sense that you need more computer power for bigger ships) eg. for a 200-300 mass ship you should need like 3-6 core blocks for working core. And for bigger ship I would like to see possibility of auxiliary core (same as auxiliary command center in today naval warfare). It will automaticly teleport you to auxiliary core if the main is destroyed and you can continue fighting with your ship.
Missiles.
Alpha and omega of proper space warfare. Add ammunition, and for that ammunition you would need "storage" block (effects ammount of possible ammunition) that will be connected to "feeder" block (effects speed of reloading) which will load missiles to launchers. Dont make specific launcher for missiles types.Make one universal and by the shape we construct it, we could feed it with different missiles size. For missiles, make system of missiles carrier and warheads which we could combine, eg. short/medium/far distance, heatseeking/guided/dumb, slow/fast for carriers and for warheads anti-shield/anti-hull, low/high damage, low/high blast area. Of course the price of different missiles will vary. This could make small ships matter, you could build small fighter and load it with 2-4 extremly expensive nuclear warheads which could effectively damage big ships.
Missiles anti-measure. I would like to see it divided into 3 types of anti-measure. Anti-missiles, quite simple idea and with combination of the missiles types as I wrote above you could make fast missiles which will directly destroy one missiles, or send one expensiver which will have huge blast radius and destroy several at one strike. Eletronic anti-measure, this will be divided into onboard and outboard. Onboard measures will try to confuse the enemy missile (eg. it will reprogram it to fly back on ship which fire the missile in the first place, turn down some cruicial system: heatseeking missile will lost its power to seek heat and will fly like a dumb missile etc.) and outboard will be classical drones which will act as a decoys. The last line of the defense could be classical Flak cannons (build as turrets), with high rate of fire trying to hit enemy missile just before they hit your ships.
For gameplay, make some sort of fleet comand option, like fixed formation where you set up a formation and only the lead ship will decide where formation will fly. Tweak littlebit minimap so it gives you more infomation.
And of course ramming and collision damage but I am sure that this has been pointed out before.
Ive got few more insights but its already way too tl;dr so Ill add them later.
I would like to write a few words on current state of combat mechanics and possible strategies and point few possible ways how could our beloved game evolve.
Me and few of my friends have played some battle scenarios with quite simple rules. We defined battlespace, how much credit we are allowed to spend on our fleets and have a simple mission goal to take and hold randomly choosen sector.
We tried quite a few classic sci-fi modus operandi for space combat. In the end we come to the conclusion that Starmade have most similarities with Honorverse (http://honorverse.wikia.com/wiki/Main_Page). So Ill explain basic fleet doctrine we found most effective.
Same as todays naval combat the first objective is simple: to detect the enemy while avoiding detection. Since radars are quite powerfull in game at the moment radar jammer shows up to be cruicial, same as use of scout ships. In perfect scenario you detect enemy fleet, power up the jammers and charge them. Moment of suprise is in my opinion way to powerfull in curret state of game but Ill get to that later.
Now you get to the "real" combat". There are two possibilities how to destroy enemy ships. We called it the "pierce" and the "smash". Pierce tactic is to use AMC to penetrate enemy shield, slice through the hulling and blow up the core. Since your enemies wont be sitting ducks its not as easy as it sounds but with a moment of suprise and concentrated fire you can destroy huge ships in few seconds. Smash is not so elegant but much more spectacular. Use AMCs to disable the enemy shield and over-flow then enemy ships with missiles and just watch the boom.
Heatseeking missiles is the only way to go at the moment. Guided take way too much time lock, and dumb-missiles are just plainly dumb.
Very important is manuevering and it will take quite a lot of time to get your fleet coordinated. We find out that bast formation is spiky column. Why that ? The spike-ship or point-ship is going to take the most of the damage and its simply better to completly loose one ship rather than divide damage to and have two or three crippled ones since missiles do alot of damage. There we get to cloud tactic, since there is no ammunition its very demanded to have as many missiles in air as possible. So there will be a swarm (cloud) of flying missiles around your ship/fleet , you manuvering to get to the point where you can penetrate enemy shield and when you do, missles will easily destroy enemy ship and in the same time you try to hold your formation while crazily flying aroud. Its quite a mess
To sum it up:
What I found absolutly useless: repair ships (if they can not re-create destroyed block absolutly useless, even as possible AI controlled drone), turrets (if the AI would be fixed in future there is possibility of using them in fleet combat, I imagine ship covered with extremly heavy turrets which can replace curret classic spear like AMC), guided missles, dumb missles, small ships in general (with proper AI they could be used in great number as drones but so far the bigger the better)
So now I can get to the suggestions.
Ill begin with the maneuvering. This issues was in several other topics so Ill write simple. No "shift" emergency break, momentum is momentum. Make thruster orientation matter, there shouldnt be same acceleration in all directions.
Ship constrctuion. Buff the hull, at the moment its only decorative block. The core need a overhaul. So far you have targeting diamond on the core which makes it extremly vulnurable. Targeting diamond in my opinion should be on geometrical center of the ship not on the core. Size of the core should scale with the size of the ship. So bigger the mass the bigger core should be (it makes sense that you need more computer power for bigger ships) eg. for a 200-300 mass ship you should need like 3-6 core blocks for working core. And for bigger ship I would like to see possibility of auxiliary core (same as auxiliary command center in today naval warfare). It will automaticly teleport you to auxiliary core if the main is destroyed and you can continue fighting with your ship.
Missiles.
Alpha and omega of proper space warfare. Add ammunition, and for that ammunition you would need "storage" block (effects ammount of possible ammunition) that will be connected to "feeder" block (effects speed of reloading) which will load missiles to launchers. Dont make specific launcher for missiles types.Make one universal and by the shape we construct it, we could feed it with different missiles size. For missiles, make system of missiles carrier and warheads which we could combine, eg. short/medium/far distance, heatseeking/guided/dumb, slow/fast for carriers and for warheads anti-shield/anti-hull, low/high damage, low/high blast area. Of course the price of different missiles will vary. This could make small ships matter, you could build small fighter and load it with 2-4 extremly expensive nuclear warheads which could effectively damage big ships.
Missiles anti-measure. I would like to see it divided into 3 types of anti-measure. Anti-missiles, quite simple idea and with combination of the missiles types as I wrote above you could make fast missiles which will directly destroy one missiles, or send one expensiver which will have huge blast radius and destroy several at one strike. Eletronic anti-measure, this will be divided into onboard and outboard. Onboard measures will try to confuse the enemy missile (eg. it will reprogram it to fly back on ship which fire the missile in the first place, turn down some cruicial system: heatseeking missile will lost its power to seek heat and will fly like a dumb missile etc.) and outboard will be classical drones which will act as a decoys. The last line of the defense could be classical Flak cannons (build as turrets), with high rate of fire trying to hit enemy missile just before they hit your ships.
For gameplay, make some sort of fleet comand option, like fixed formation where you set up a formation and only the lead ship will decide where formation will fly. Tweak littlebit minimap so it gives you more infomation.
And of course ramming and collision damage but I am sure that this has been pointed out before.
Ive got few more insights but its already way too tl;dr so Ill add them later.