CQC is fine as it is.
It just need players.
And if it gets enough players, it will have proper match making (rank/skill based)
So if they could incentivize CQC playing (by any means like credits, decals, paints, whatever) and get the cmdrs to actually play CQC, everything would be fine.
Now, in terms of changes, IMO:
- Main issue: allow solo bot (npc) play with selectable skill levels for NPC (Harmless to Elite). This way people can practice the maps with the help of bots so when they join the games against players, they at least know the maps and have a basic skill set
- Remove PowerUps - this way the very good players that can dominate the maps anyways, dont get the benefit of the constant power-ups loop-play thus giving them total control of the map.
To conclude: That's all CQC needs (IMO): more players, solo bot play so they can learn the maps and train (and eventually powerups removal - altho this could added as a game mode if the player numbers get high enough)
This is the same as saying a bankrupt restaurant only needs more clients.
More players would come if the game was better...
The ranking system is not a ranking system, so more player does not mean proper matchmaking.
Currently it is just a status bar of levels.
A monkey can eventually reach Elite rank because rank = number of kills and games. Have you ever heard of a competitive ranking system in any other game that does not go down with your bad results?
Powerups are a fundamental aspect of arena competitive gameplay.
Or else there is no objective or focal points to the map. Every map is the same in gameplay, even though the objects place are different.
On equal footing, battles would resume to who engaged from a better angle first + ship stats comparrison. The better player would just abuse this fact instead of the PU
That is why there is also not a single arena combat game without objectives on the map. Or else it would be a fighting game.
But fighting games are mostly 1x1 for this very reason, controlling the space around you is the only objective. And you use resource management to achieve it.
The game could deal away with them, but then again. It would need a rework of how objectives and map-layout impact the gameplay variations.
A lot of comments from ''i think'' not a single comment based on actual Game design fundamentals
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