Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

View Stats:
Allectus Apr 12, 2019 @ 9:27am
Control of space: creating interesting play spaces
I really appreciate the approach that Battle Fleet Gothic 2 has taken to generating their maps. The basic game mode is a domination / area control mechanic that really incentivizes intelligently splitting up your fleet and using multiple ship classes to ensure you can effectively control the objectives. I think it's just fun and nicely address the potential to just clump all your ships together in an uninteresting doomstack.

Awhile ago BSG Deadlock moved a bit in the same direction with the introduction of various space hazards--I feel these features have added tremendously to the game and I applaud the devs. The satellites in particular pretty closely approximate the area control element that I enjoy from BFG 2. The only issue is that they're just too weak to bother with, especially since they are usually placed way out of the way.

The main problem, to my mind, is that the bonuses only apply to the specific ship that captures the satellite. On top of that the bonus isn't particularly powerful, usually just the equivalent of a single officer level. As a consequence the reward for going after them almost never outweighs the disruption to your formation in approaching the enemy, and it also doesn't really incentivizes bringing fast ships to control them either (what am I going to do with a manticore with a hanger boost?). As it is I basically ignore satellites and feel like I'm playing close to optimally by doing so--that strikes me as significantly wasted potential from a design perspective.

I'd ask, preferably, that the boosts apply fleet wide, to make it worth the time to split your fleet to try and capture a few. Or if they remain a single bonus that that bonus is significantly improved to make it worth the trek out to the hinterlands worth the time.

Really this is just a request to add a bit more dynamism to engagements via an existing feature--I'd be glad to hear other's thoughts on other objectives of events that could be introduced to spice up fights a bit.
Last edited by Allectus; Apr 12, 2019 @ 9:28am
< >
Showing 1-2 of 2 comments
gmuir77 Apr 12, 2019 @ 12:25pm 
I like the concept of terrain in space to give some tactical complexity. For example, if I know my enemy has a munitions-heavy fleet it would be perfect to ambush them in a cloud that minimizes their advantages. Conversely, if I know that I'm going to be attacked and the enemy is coming to me, I can place my forces accordingly.

Unfortunately, I've not found the terrain to be that useful in practice. My fleets have such little mobility that movements are basically about the immediate heat of the battle. I can turn sides, move ships a little here and there in the furball but there's not much "Let's move around this side of the map" to do this other thing.

Much of this is because the Cylons have a very direct play style. They charge right in at you. There's no situation where the Cylons are going to turtle up and make you come to them.
lytleclan Apr 12, 2019 @ 1:16pm 
I like the battlefield terrain as long as it is not in every battle. The satellites are rarely of use. The Manticore's speed and maneuverability make it the only colonial ship that can get to them and still be relevant in the battle. This gives you a more powerful Manticore, but still just a Manticore.

If the bonus was nerfed and the entire fleet got it, it would become a useful endeavor. Your Manticore could scout out the enemy and then start hunting down satellites, firing ordinance when it can. I think a 50% nerf of the bonuses would keep it within game balanced. It would need to be tested to get the best game balance nerf.
Last edited by lytleclan; Apr 12, 2019 @ 1:17pm
< >
Showing 1-2 of 2 comments
Per page: 1530 50

Date Posted: Apr 12, 2019 @ 9:27am
Posts: 2