Ok first of all: I like the idea behind the new conflicts. The conflict zones managed as battles are a huge step forward and, most importantly, very funny and satisfying to do, but there's a lot of issus in how players' actions are counted, both in the conflict itself and in the war during the 7 days of conflict.
Why redeeming combat bonds still count for the conflict?
Ok this is the first problem. Why, again, why FDev didn't get rid of that. If you keep making them count, people will try to exploit this thing. First things first, before even trying to discuss seriously about how wars should be balanced, this thing gotta go: if a player redeem his combat bonds, they must just give the player money, no toher effect required, nor for the battleitself, nor in security (yep, they increase secuirty, during a ' war).
Every kill is the same... even fighters (MORE exploits)
This is simply wrong. You could win a battle just aiming for smaller ships, ignoring the big ones while they fight each other and most importantly fighters DO COUNT the same too, opening up for an exploit opportunity: how? Simply making your friend pledge for the enemy faction and making you kill his fighters to win the Conflict Zone in no time. So please give different "weight" to killed ships considering the ship itself and their combat rank possibly.
Battles are not the same, ok, but it's still not enough
Ok I'm not sure about this, but apparently to complete a high intensity conflict zone has got more wait than to do a medium or a low intensity. Problem is: high intensity are very time spending (and hard), this way players will may chose to do medium or even low intensity conflict zones instead. So, why don't we count the high/medium/low intensity zones as medals are counted in the Olympic Games for the overall rating for nations? Basically the High Intensity zones have got the priority over anything else, in case of a draw you count the medium ones and, if it's a draw again, finally you count the low intensity ones. Why should you do that? First of all this will make people wing up and play together to try and win an high intensity conflict zones (or a medium), secondarly this seems more fair to me, an high intensity conflict zone, again, is really slower than a medium to complete, they must be the decisive factor in a conflict.
Ok and what about missions?
I would personally treat missions as medium or low intensity conflict zones, depending on the mission itself. Again: High Intensity conflict zones should be the decisive factor.
But this way people will only make High Intensity Conflict Zones!
Ok, that's a problem so... let's make High Intensity Conflict Zones even harder, with more objectives, even more Capital Ships maybe, they should be a challenge, something that would make even most experienced CMDRs require a good wing to prevail.
Some more adjustments - make previous economy/security states relevant
As I said before, right now we've got many things that are not logical: for example redeeming combat bonds that increase security (reason should make you think that security is lower during a conflict, not as high to trigger a civil liberty state) and another thing is that the economy of a faction doesn't mean a thing during conflicts. A boom (or even investment) faction should be able to bring the best ships into a conflict, the best weapons, and have a great advantage against a much poorer faction. So... how I think this should be considered? To make it simple, a faction with a booming economy during a conflict should be able to spawn more spec-ops by its side than usual, an investment economy faction even more, same goes for capital ships (which reasonably need a lot of money for maintenance) or captains; other side-objectives should be triggered the same, considering the economy and security of the faction during the conflict. Missions, by the way, should be the only way to affect economy and security during conflicts, to gain a tactical advantage in the conflict zones.
Some more adjustments 2 - Alliance and Independent Capital Ships
Ok I know that Federal and Imperial Capital Ships were already in game, but considering that only Federal and Imperial factions apparently have Capital Ships by their sides, this is a little bit unfair, especially for Alliance factions (they are a Superpower theoretically
), but I think that even Independent factions should have them, at least the ones in Investment state! So I hope to see some new fancy Capital Ships in the future (would be lovely to see a Lakon Capital Ship
).
Some more adjustments 3 - Conflict Zones as USS
I'm sorry, but even if I understand that it must be easier to manage permanent conflict zones, I think that's kinda stupid, especially when you end a conflict, pop out from there, turn your ship and get back in there for a new fight as if never happened before. Conflict Zones should "spawn" all around the system for some minutes before somebody drops in and activate it. It would be awesome to be able to see if somebody is already in there and how the battle's going (basically to see the bars while you are in Supercruise as we can see the factions partecipating to the conflict), making the conflict itself even a PvP opportunity.
The last three ideas are not exactly "problems", more "proposals" to make conflicts even more solid. The previous points are in my opinion real issues that should be dealt with by the developers as soon as they can, to make people "fight" in the conflicts instead than grind specific actions to increase their efficiency instead than chosing the most challenging way to fight.
I hope to read your opinions too. Thanks for reading.
Why redeeming combat bonds still count for the conflict?
Ok this is the first problem. Why, again, why FDev didn't get rid of that. If you keep making them count, people will try to exploit this thing. First things first, before even trying to discuss seriously about how wars should be balanced, this thing gotta go: if a player redeem his combat bonds, they must just give the player money, no toher effect required, nor for the battleitself, nor in security (yep, they increase secuirty, during a ' war).
Every kill is the same... even fighters (MORE exploits)
This is simply wrong. You could win a battle just aiming for smaller ships, ignoring the big ones while they fight each other and most importantly fighters DO COUNT the same too, opening up for an exploit opportunity: how? Simply making your friend pledge for the enemy faction and making you kill his fighters to win the Conflict Zone in no time. So please give different "weight" to killed ships considering the ship itself and their combat rank possibly.
Battles are not the same, ok, but it's still not enough
Ok I'm not sure about this, but apparently to complete a high intensity conflict zone has got more wait than to do a medium or a low intensity. Problem is: high intensity are very time spending (and hard), this way players will may chose to do medium or even low intensity conflict zones instead. So, why don't we count the high/medium/low intensity zones as medals are counted in the Olympic Games for the overall rating for nations? Basically the High Intensity zones have got the priority over anything else, in case of a draw you count the medium ones and, if it's a draw again, finally you count the low intensity ones. Why should you do that? First of all this will make people wing up and play together to try and win an high intensity conflict zones (or a medium), secondarly this seems more fair to me, an high intensity conflict zone, again, is really slower than a medium to complete, they must be the decisive factor in a conflict.
Ok and what about missions?
I would personally treat missions as medium or low intensity conflict zones, depending on the mission itself. Again: High Intensity conflict zones should be the decisive factor.
But this way people will only make High Intensity Conflict Zones!
Ok, that's a problem so... let's make High Intensity Conflict Zones even harder, with more objectives, even more Capital Ships maybe, they should be a challenge, something that would make even most experienced CMDRs require a good wing to prevail.
Some more adjustments - make previous economy/security states relevant
As I said before, right now we've got many things that are not logical: for example redeeming combat bonds that increase security (reason should make you think that security is lower during a conflict, not as high to trigger a civil liberty state) and another thing is that the economy of a faction doesn't mean a thing during conflicts. A boom (or even investment) faction should be able to bring the best ships into a conflict, the best weapons, and have a great advantage against a much poorer faction. So... how I think this should be considered? To make it simple, a faction with a booming economy during a conflict should be able to spawn more spec-ops by its side than usual, an investment economy faction even more, same goes for capital ships (which reasonably need a lot of money for maintenance) or captains; other side-objectives should be triggered the same, considering the economy and security of the faction during the conflict. Missions, by the way, should be the only way to affect economy and security during conflicts, to gain a tactical advantage in the conflict zones.
Some more adjustments 2 - Alliance and Independent Capital Ships
Ok I know that Federal and Imperial Capital Ships were already in game, but considering that only Federal and Imperial factions apparently have Capital Ships by their sides, this is a little bit unfair, especially for Alliance factions (they are a Superpower theoretically
Some more adjustments 3 - Conflict Zones as USS
I'm sorry, but even if I understand that it must be easier to manage permanent conflict zones, I think that's kinda stupid, especially when you end a conflict, pop out from there, turn your ship and get back in there for a new fight as if never happened before. Conflict Zones should "spawn" all around the system for some minutes before somebody drops in and activate it. It would be awesome to be able to see if somebody is already in there and how the battle's going (basically to see the bars while you are in Supercruise as we can see the factions partecipating to the conflict), making the conflict itself even a PvP opportunity.
The last three ideas are not exactly "problems", more "proposals" to make conflicts even more solid. The previous points are in my opinion real issues that should be dealt with by the developers as soon as they can, to make people "fight" in the conflicts instead than grind specific actions to increase their efficiency instead than chosing the most challenging way to fight.
I hope to read your opinions too. Thanks for reading.