Here is the thing, right now the conflict system is a bit absurd, just go to a random place in space and kill thousands of ships until the side with most kills wins across a timespan of several days.
War should be more engaging, dynamic, less grindy, with a feeling of accomplishment, progression, and a community effort.
My proposed changes:
The war for each planet will be fought in two stages:
Space stage:
Several military outposts, squadrons, relays, and battleships will spawn around the planet. Those will all be fixed locations.
When an objective is taken, it will be replaced by a similar asset belonging to your faction.
Some objectives are easier and can be done solo, and some are too hard and require wings.
When all orbital objectives are accomplished, any stations in orbit will be taken by that faction and it will open the planet up for the ground invasion.
Ground stage:
SRV and skimmer patrols, bases and outposts are spawned in fixed locations belonging to the controlling faction, and some to the attacking faction.
Conquering those bases will switch them to your faction.
SRV and skimmer patrols can be taken out by a single commander in a ship or an SRV.
Outposts can be taken out by a group of SRVs
Bases can only be taken out by a combination of SRVs and Ships (SRV to take out powerful AA turrets, and ships with heavy ordinance to destroy an armored command bunker)
Once all outposts and bases have been taken, the planet is conquered.
When a planet is conquered, the front line moves to the next planet in the system.
The invading faction will start controlling half of the orbital objectives in the first planet of the system
Non landable planets will only have space stage.
This is how naval rank should be increased, instead of random missions.
Joining and independent faction should have a bigger cash reward to make up for the lack of naval progression incentive.
There should be an easy to access list of conflicts in Galnet, as well as a dynamic E.T.A and location finder (similar to current community goals)
Conflicts should be announced beforehand to give players time to prepare and organize
When all the planets are conquered, the war ends and the system is taken by the winning faction.
War should be more engaging, dynamic, less grindy, with a feeling of accomplishment, progression, and a community effort.
My proposed changes:
The war for each planet will be fought in two stages:
Space stage:
Several military outposts, squadrons, relays, and battleships will spawn around the planet. Those will all be fixed locations.
When an objective is taken, it will be replaced by a similar asset belonging to your faction.
Some objectives are easier and can be done solo, and some are too hard and require wings.
When all orbital objectives are accomplished, any stations in orbit will be taken by that faction and it will open the planet up for the ground invasion.
Ground stage:
SRV and skimmer patrols, bases and outposts are spawned in fixed locations belonging to the controlling faction, and some to the attacking faction.
Conquering those bases will switch them to your faction.
SRV and skimmer patrols can be taken out by a single commander in a ship or an SRV.
Outposts can be taken out by a group of SRVs
Bases can only be taken out by a combination of SRVs and Ships (SRV to take out powerful AA turrets, and ships with heavy ordinance to destroy an armored command bunker)
Once all outposts and bases have been taken, the planet is conquered.
When a planet is conquered, the front line moves to the next planet in the system.
The invading faction will start controlling half of the orbital objectives in the first planet of the system
Non landable planets will only have space stage.
This is how naval rank should be increased, instead of random missions.
Joining and independent faction should have a bigger cash reward to make up for the lack of naval progression incentive.
There should be an easy to access list of conflicts in Galnet, as well as a dynamic E.T.A and location finder (similar to current community goals)
Conflicts should be announced beforehand to give players time to prepare and organize
When all the planets are conquered, the war ends and the system is taken by the winning faction.