Game Design: The real problem with X-Wing, as demonstrated by another popular game.

By KCDodger, in X-Wing

Today we're going to talk about something. We're going to talk about Game Balance. But see, here's the thing...

I'm not an expert on X-Wing. I am however, very knowledgeable about the weapon sandbox in another beloved game. Halo.

I've played Halo since Halo 2's release, and after Halo 4 I took a three year break, but was brought back by 5's Forge and Multiplayer offerings- and I should state here and now, that while I was never a big multiplayer / PvP guy, Multiplayer is the topic.

I promise you that by the end of this post, you will see why the state of Halo's multiplayer is similar to the state of X-Wing, and why game design philosophy is not only never simple, but more intricate than any one of us can really grasp, even guys like me who like to write things big enough and large enough for articles. Let's begin.

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Halo is a truly legendary game, beloved by its millions of fans for just as many reasons. Some have never touched the single player, some have never touched the multiplayer, and some rarely touch either in their raw forms. This is a game that has mass appeal for more reasons than most contemporary titles can compare to. But how did it get here? How did it reach this mythic state in gaming?

The first game was unlike any shooter than had come before it. It had similar ideas to some, but brand new ideas of its own. To say Halo is unoriginal is false, though to say it is a new take on ideas already explored is accurate. Halo is to First Person Shooters what X-Wing is to miniatures gaming. A newer, much more freeform, simple in function but intricate in design game. Halo was very good at making waves- between its wonderful setting and story, alongside a multiplayer that people will be talking about in old folks homes, regaling others with tales of LAN parties, it made a global impact on consumers and the gaming market.

If you play miniatures game, to have not heard of or witnessed X-Wing's mass market appeal is to have lived in the same abode as one Patrick Star. Which is pretty impressive.

But like any popular developer, both Fantasy Flight Games and Bungie had to find a way to keep interest going. Features had to be added to their next iteration of the game, or next few waves of releases.

Bungie was definitely more successful than Fantasy Flight Games here. Epic play and some hit or miss ships defined waves 3-5. Some things even utterly changed the meta, and that's partially what we're going to focus on.

Halo 2 brought with it a lot of wonderful things. But it made a horrible mis-step that still exists in the franchise today.

The BR55. Otherwise known as the Battle Rifle.

This is a precision weapon that fires three round bursts in a narrow cone/spread with a magazine capacity of 36, allowing twelve squeezes of the trigger. On paper it is a more balanced replacement to the horribly broken yet equally beloved M6D of Halo:CE. Except, it's more broken. Oh so much more broken, and eventually Bungie would realize this, but the wider gaming public didn't. The wider public saw an effective weapon, a jack of all trades, an insurmountable tool that defined Halo's sandbox for several years.

We call this a Meta. Halo 2's Multiplayer revolved around the Battle Rifle. It was useful because it offered one feature for every shot it fired per pull.

Bullet Magnetism
Headshot capability
Room for Error

Before Halo 5, there were two kinds of weapons in Halo. Weapons that got a headshot kill bonus, and ones that didn't. We call the former, Precision weapons.

Bullet Magnetism is a feature in console-designed games that helps the round find its target to offset the clumsy aiming of thumbsticks. It's a necessary evil, as without it... Well, try fighting your team and you'll find that landing those hits is much more difficult without Aim Assist and Bullet Magnetism. But we're straying from the point. That being...

What does this mean? In the Battle Rifle, you theoretically have the capacity to get thirty-six one shot kills. You actually can cancel partway through the burst with a melee, but nobody does this. It is however, possible. It has the highest precision kill potential in the entire Halo sandbox to date, beat out only by Halo 5's "Extended Magazine" Battle Rifle subtype in Warzone.

But what relevance does this have to X-Wing? I'm getting there.

The Battle Rifle is touted as a skillful weapon. Those who use it and nothing but it were seen as the top dogs in Halo 2, and the MLG scene was where the Battle Rifle was made king. The thing is, with the capacity to allow thirty six headshots, with such strong magnetism, with high aim assist...

The Battle Rifle is one of the easiest, and thus, least skillful weapons in the entire Halo legacy. However, its adherents refuse to see it as such. it defined a meta, and Bungie worked hard to get rid of this meta.

In Wave 4 of X-Wing, we had a similar thing- though it was actually difficult to use, it was very hard to counter. The TIE Phantom, which gave rise to Fat turrets. That debate is long gone, but the Battle Rifle's influence is not.

And neither is X-Wing's troubled meta.

Most metas are defined by the tools that allow the widest array of options with the largest room for error. Attani Mindlink is a very good example of a very abusable card that can help define a meta, and previously, the Jumpmaster 5000 with torpedoes of various types was unstoppable.

But this does stray from the point.

Let's get into Halo 5.

Halo 5 is a troubled game, but its actual gameplay mechanics are solid and balanced. However, since Halo: Reach there has been a significant rift in the Halo community.

Some of us do not like all the extra "Armor Abilities" and now our native "Spartan Abilities". Personally, I never really minded. I like it all. But it is a compounded layer of intricacy that heavily disrupts the Arena flow of Halo. Halo is an Arena shooter, like Quake or DOOM. Every weapon, every tool has a designed purpose and counter. Counterplay is key to game design.

The issue is, the more you add, the more is compounded, the harder it is to take all gameplay mechanics into account.

That is the core of this. When you have this many mechanics, this many problems with half as many solutions, you find what works, you use it, and it will likely be very versatile, capable of dealing with the most problems. This is how you get a Meta.

Very often, that meta will define the next iteration of your game. Every meta has a solution next wave, or some kind of attempted counter. Then new ones spawn, and are dealt with later.

There is a reason I dislike Metas. They revolve around one thing, where a fun game absolutely should not revolve around one tool. Games like X-Wing are designed with an, "Everything, Viable" mindset to start with. But as playtesting becomes more and more complicated, as balance becomes more and more difficult in your own set rules (For instance, how the highest native firepower we've gotten is 4, and how we've yet to see a three agility ship), it gets almost impossible to really balance everything.

FFG tried a bunch of new things. Trolls, Sloops, actions over actions, nigh secondary actions, crews that defined how we played, upgrades that brought more than one asset to the table, and the biggest change yet is repositioning.

However, FFG does not have the same advantage companies like Bungie did.

They can't just make previous content irrelevant by rule. Releasing a new game entirely carries over some but not all things, typically what didn't work is not carried forward. FFG has a persistent game that we have little word on a second edition, which will completely destroy particular aspects of the game entirely, or overhaul them in a balanced format. At this point and time, X-Wing is impossible to balance without Errata.

Sadly...

Balancing X-Wing is not as simple as removing its Battle Rifle, Armor Abilities, or Spartan Abilities. Instead of removing them, more must be added to counteract them, compounding intricacies over further intricacies.

Which may yet bring further problems.

Interesting.....I love Halo too. Hummmm, I'll have to read it again, it's akin to 'getting a drink of water from a firehose.' ?

Edited by clanofwolves

Tldr... feature creep makes pkaytesting hard, nobody likes it when their main gets nerfed, and errata is slow and difficult to track.

12 minutes ago, Rakaydos said:

Tldr... feature creep makes pkaytesting hard, nobody likes it when their main gets nerfed, and errata is slow and difficult to track.

Yeah basically.

That and metas suck.

Some interesting comments. If you are familiar with Viable System Models (VSM) you would see a similar correlation. Essentially as you add new content (ships, upgrades etc) the number of possible interactions increases - relatively small adjustments causing a compound effect through the system (like a shock wave) which makes the system unviable.

The JM5K is a case in point: it has a large number of potential 'fits' (crew, ordnance, mods etc etc). As this pool of individually unique upgrades increases so the potential to realise a highly efficient & synergistic 'fit' occurs. You can then expand this individual ship 'fit' with a selection of other ships to create a squadron 'fit'.

But 'fit' with what? The 'fit' is the items relationship with the overall environment (all of the other possible ships and squadrons). With enough players (plus the interwebs), and match data it is possible for the most efficient squad builds to be recognised amongst a sea of potential options. In a Darwinian sense the most optimal squadrons rise to the top, typically those being the most adaptable to a wide range of potential threats (i.e. other builds).

In this sense X Wing is 'self determining' in that the stronger build options will naturally rise in popularity. As more players play them (the build is recognised by 'peer review' as being good) so the % chance of it being successful in any given competition increases. Simply put JM5Ks are seen as good ships, more players choose them - the JM5K is more likely to win and so the system acquires a self reinforcing feed back loop.

How is this reinforcing feedback loop broken however? There are a number of possible outcomes -

1. A previously unrecognised squadron emerges that is, in fact, more efficient than the current 'top dog'.

2. A nerf (or buff) is applied to elements of that build or opposing builds.

3. A new ship, upgrade, rule etc is introduced that re calibrates the system.

X wing therefore will never be (and arguably never was) a 'balanced' system as it can never achieve an equilibrium across all available ships and builds. Instead we have a pendulum, with swings across the available pool of squadrons that could be made. What players normally want is not a balanced system, but one in which the pendulum swings consistently and at a higher frequency to prevent a stale meta where one ship (or build) consistently dominates over a long period of time. Basically we need new content.

TL:DR Unbalanced Metas are inevitable consequences of complex game design: frequent expansions reduce the risk of stale metas persisting over time.

Those are all good, strong points and I find myself having a hard time disagreeing with any of it. But I do have one thing to state. While X-Wing does need some genuinely new content (We're slated for two waves, one wave announcement, and at least one epic with possibly an epic expansion if my estimates this year are correct), older content needs a hard and fast revival.

Rogue One completely failed to deliver for the X-Wing as people desired it to do. Rebels Season 4 is our last genuine hope for it, and other vessels such as the Y-Wing and A-Wing need more reason to stay relevant than ever. Only Rebel ship that doesn't need any more love is the B-Wing.

1 minute ago, Captain Lackwit said:

Only Rebel ship that doesn't need any more love is the B-Wing.

Doesnt it? it's Ps2 is on par, naked, with an IA Rookiee Pilot. And it's aces never see play except as a Soontier Counter.

Biggs and Jess and Poe all had strong showings this year, but while the other Xwing pilots (including the rookiee) need buffs, ALL the Bwings could use something, especially the aces who cannot ace.

Well, one thing that is clearly off in this analogy is that Halo has no single meta. Are you playing Big Team Battle? Are you playing Slayer? Is it capture the flag or deathmatch? What's the map?

There is no single Halo meta. Take Halo: Reach, the only good multplayer game out of the Halo franchise. Even limiting the analysis just to Big Team Battle, the best strategies depend on some many contextual things. If the map is Hemorrhage, the battle will be defined by the team's Wraith drivers and the team's snipers. DMRs are great on this map, and Armor Lock is near useless. Sniping requires going high and moving, unless the other team has no good sniper than you can get in the passenger seat of Revnant and go side-car sniping. If the map is Asphalt, you might consider Armor Lock and no one is going to hold their DMR for more than a few seconds, because you need weapons that can one hit kill since the action is so fast and narrow. Spire? Jetpacks. If you can grab the Banshee go for it, unless the other team has a competent duo in a pelican, because then you're just better off maiming the Banshee so the other team can't take it. etc. etc. etc.

So when you say there's a "Halo meta," I have no idea what you're talking about because all of the weapons and armor effects have uses pending the map and the opposing team's actions. The best Halo players are those who can constantly respond and adapt and make use of all the resources on a map to the most of their potential. It's also a misnomer because in X-Wing you never know what resources the opponents are bringing to the fight, but in most Halo games your opposing team will always have the same set of resources at their disposal (set vehicles, set power weapons, etc.).

8 minutes ago, Captain Lackwit said:

Those are all good, strong points and I find myself having a hard time disagreeing with any of it. But I do have one thing to state. While X-Wing does need some genuinely new content (We're slated for two waves, one wave announcement, and at least one epic with possibly an epic expansion if my estimates this year are correct), older content needs a hard and fast revival.

Rogue One completely failed to deliver for the X-Wing as people desired it to do. Rebels Season 4 is our last genuine hope for it, and other vessels such as the Y-Wing and A-Wing need more reason to stay relevant than ever. Only Rebel ship that doesn't need any more love is the B-Wing.

Older content tends to suffer because there will typically be a incremental power creep by new content. New content either does the same thing better, or does some new (e.g the T-65 X Wing v The T-70 X Wing).

Some older content will be naturally suppressed however. For example the previously strong B-Wing is largely negated by ordnance wielding ships of any flavour. What may be interesting is seeing how the Azituck effects the JM5K, the Azituck being potentially a strong counter-joust ship with the reinforce action and high hull value.

343i can eat **** and die as far as I'm concerned... Halo has lost its soul, and they are to blame...

51 minutes ago, Captain Lackwit said:

While X-Wing does need some genuinely new content, older content needs a hard and fast revival.

In the wise words of the Arbiter - "Were it so easy.".

48 minutes ago, AllWingsStandyingBy said:

Well, one thing that is clearly off in this analogy is that Halo has no single meta. Are you playing Big Team Battle? Are you playing Slayer? Is it capture the flag or deathmatch? What's the map?

There is no single Halo meta. Take Halo: Reach, the only good multplayer game out of the Halo franchise. Even limiting the analysis just to Big Team Battle, the best strategies depend on some many contextual things. If the map is Hemorrhage, the battle will be defined by the team's Wraith drivers and the team's snipers. DMRs are great on this map, and Armor Lock is near useless. Sniping requires going high and moving, unless the other team has no good sniper than you can get in the passenger seat of Revnant and go side-car sniping. If the map is Asphalt, you might consider Armor Lock and no one is going to hold their DMR for more than a few seconds, because you need weapons that can one hit kill since the action is so fast and narrow. Spire? Jetpacks. If you can grab the Banshee go for it, unless the other team has a competent duo in a pelican, because then you're just better off maiming the Banshee so the other team can't take it. etc. etc. etc.

So when you say there's a "Halo meta," I have no idea what you're talking about because all of the weapons and armor effects have uses pending the map and the opposing team's actions. The best Halo players are those who can constantly respond and adapt and make use of all the resources on a map to the most of their potential. It's also a misnomer because in X-Wing you never know what resources the opponents are bringing to the fight, but in most Halo games your opposing team will always have the same set of resources at their disposal (set vehicles, set power weapons, etc.).

Then you clearly haven't played Halo 5. Look, you're right. Halo Reach had no real meta aside from Armor Lock, but Halo Reach isn't the subject. You know why?

Bungie fixed their mistake and axed the Battle Rifle from the franchise starting with Halo 3: ODST. 343i wanted to clumsily prove it loved halo and its fans, and then pow, BR and DMR coexisting, and one was clearly dominant because it was broken.

33 minutes ago, howieloader said:

343i can eat **** and die as far as I'm concerned... Halo has lost its soul, and they are to blame...

I enjoy Halo 5's multiplayer, but Halo 4-5 really had no clue what Halo was actually about, and brought along a garbled mess of a mythos.

10 minutes ago, FTS Gecko said:

In the wise words of the Arbiter - "Were it so easy.".

If only.

LOL...'Halo' and 'skill' in the same sentence.

Obviously someone who has never played Tribes. (I think they did try to make a console version. Once. It didn't work - 3 dimensions of movement and actually having to AIM just not something gamepads were meant for...)

19 minutes ago, xanderf said:

LOL...'Halo' and 'skill' in the same sentence.

Obviously someone who has never played Tribes. (I think they did try to make a console version. Once. It didn't work - 3 dimensions of movement and actually having to AIM just not something gamepads were meant for...)

Why play tribes when Halo CE and Halo 2 multiplayer were on PC?

1 minute ago, FlyingAnchors said:

Why play tribes when Halo CE and Halo 2 multiplayer were on PC?

**** right.

Xanderf I gotta say that post was pointlessly uppity.

Yeah I stopped Halo at Reach. I did try 4 a bit but didn't care for the Promethian weapons (they acted more human than alien not a true hybrid). Also alien weapons for some reason was always weaker than their human counterparts which also made me confused (weren't the human losing?). As for 5 not touching that as long as the requisition store is open (shame really, warzone sounds like an interesting but wasn't human vs covenant and microtransactions can buy you a tank).

As for microtransaction and comparing them to a living collectors game, thing is I can still play with my game after it is discontinued, once the plug is pulled on the servers all the microtransaction virtual loot is gone.

But on to power creep. As I said I think X-wing suffers more from Accretion than power creep. Sure FFG has done for the most part a good job in keeping all the old stuff valuable but the whole new ships in waves which outnumber alt-paint in expansion releases does mean we will have more items than fixes.

I mean take a look. How many times do you see R-5 Astromech on Y-wings, or even C-3PO the once terror now hack of X-wing? Do you guys still remember some upgrade cards like Squad leader or wingman? There's been times I looked though my collection and was like "oh I forgot that existed".

So power creep, yeah some to an extent but what living game doesn't. Accreation, absolutely but I don't know how without drastically changing the business model to solve it.

34 minutes ago, FlyingAnchors said:

Why play tribes when Halo CE and Halo 2 multiplayer were on PC?

Because Tribes takes skill, and those don't. :P

(No, but really - the game only really HAD one main weapon, and using the spinfusor to kill someone in the air...that's like requiring a Quake-rocket-jump-midair-kill as the only way to win a duel. It's CRAZY HARD - far more demanding than typical for a FPS. You're leading a target moving in three dimensions, firing an at-best baseball-pitch-speed projectile.)

2 minutes ago, xanderf said:

Because Tribes takes skill, and those don't. :P

(No, but really - the game only really HAD one main weapon, and using the spinfusor to kill someone in the air...that's like requiring a Quake-rocket-jump-midair-kill as the only way to win a duel. It's CRAZY HARD - far more demanding than typical for a FPS. You're leading a target moving in three dimensions, firing an at-best baseball-pitch-speed projectile.)

That sounds incredibly unfun.

1 minute ago, Mattman7306 said:

That sounds incredibly unfun.

You are wrongly, sir. And, nay, have not lived at all until you have experienced the joy of delivering a mid-air blue plate special to someone's face.

True happiness!

(Also: it was the 90s. You kinda had to be there.)

1 minute ago, Mattman7306 said:

That sounds incredibly unfun.

Geez you're telling me.

30 minutes ago, Marinealver said:

Yeah I stopped Halo at Reach. I did try 4 a bit but didn't care for the Promethian weapons (they acted more human than alien not a true hybrid). Also alien weapons for some reason was always weaker than their human counterparts which also made me confused (weren't the human losing?). As for 5 not touching that as long as the requisition store is open (shame really, warzone sounds like an interesting but wasn't human vs covenant and microtransactions can buy you a tank).

As for microtransaction and comparing them to a living collectors game, thing is I can still play with my game after it is discontinued, once the plug is pulled on the servers all the microtransaction virtual loot is gone.

But on to power creep. As I said I think X-wing suffers more from Accretion than power creep. Sure FFG has done for the most part a good job in keeping all the old stuff valuable but the whole new ships in waves which outnumber alt-paint in expansion releases does mean we will have more items than fixes.

I mean take a look. How many times do you see R-5 Astromech on Y-wings, or even C-3PO the once terror now hack of X-wing? Do you guys still remember some upgrade cards like Squad leader or wingman? There's been times I looked though my collection and was like "oh I forgot that existed".

So power creep, yeah some to an extent but what living game doesn't. Accreation, absolutely but I don't know how without drastically changing the business model to solve it.

I should clarify something about Warzone.

Halo 5 is actually the best Microtransaction system I've encountered to date. Every single bit of the Req system is restricted to Warzone, it effects only one mode, and that mode is completely, entirely unranked. It's basically the "eh why not" mode of Halo 5. Everything else? Untouched, and they've actually added the req weapons themselves as pickups to Arena maps and such. You can even spawn them in forge, but you can not call in reqs in any given match. Just Warzone and its offshoot modes.

The progression system, RNG as it is, also encourages you, distinctly, not to buy it with microtransactions. Know that sounds weird but it's really easy. Just gotta slog through bronze until your Uncommons are done, Silvers until your Rares are done, after that it's gold packs for progression only, and really that's not a huge issue since a lot of great persistent reqs are in the Rare category. So it might look broken outside-in but... Well, it's surprisingly well balanced. I've never gone into a warzone match thinking, "The opposing team is just wallet warriors." Because here's the really cool bit.

Every req has an assigned level 1-8 (9 exists but we have zero level 9 reqs as of yet) and everybody starts the Warzone match at Req 1. You have to get enough points per match (Resets every time) to get the req you want. But here's the thing, if it's a consumable req (like a Phaeton, Scorpion) it will consume req energy. Once you're at that level, those points recharge up to that cap but you still have to earn it.

So generally speaking, Warzone still rewards smart, efficient and good play. Halo 5's req system is pretty much genius compared to most Microtransaction systems, and I wish more games would adopt a similar mentality if they can't avoid having a microtransaction store. Which most for some reason can't. Halo 5 is a good, fair, balanced example of how to do it. (Also, Warzone is a simulation aboard the UNSC infinity, and Warzone Firefight is a very fun mode where it's PvE, not PvP, and you can fight Covenant and Promethean forces alike. I don't even play standard Warzone anymore because of Firefight's existence.)

But that's Halo. And yes, 4 completely sucks *** in every possible way.

But you're right, it is more accretion, but it's also just the compounding of new subversive mechanics, like Trolls and such- those do not help.

1 hour ago, xanderf said:

You are wrongly, sir. And, nay, have not lived at all until you have experienced the joy of delivering a mid-air blue plate special to someone's face.

True happiness!

(Also: it was the 90s. You kinda had to be there.)

I was there. It was truly awesome. Never seen its like. Tribes2 was a bit of a letdown (no skiing?!?! Dafuq?) T1 lan parties were the best.

Edited by RittsMJ
Grammarz
2 hours ago, Marinealver said:

Yeah I stopped Halo at Reach. I did try 4 a bit but didn't care for the Promethian weapons (they acted more human than alien not a true hybrid). Also alien weapons for some reason was always weaker than their human counterparts which also made me confused (weren't the human losing?). As for 5 not touching that as long as the requisition store is open (shame really, warzone sounds like an interesting but wasn't human vs covenant and microtransactions can buy you a tank).

As for microtransaction and comparing them to a living collectors game, thing is I can still play with my game after it is discontinued, once the plug is pulled on the servers all the microtransaction virtual loot is gone.

But on to power creep. As I said I think X-wing suffers more from Accretion than power creep. Sure FFG has done for the most part a good job in keeping all the old stuff valuable but the whole new ships in waves which outnumber alt-paint in expansion releases does mean we will have more items than fixes.

I mean take a look. How many times do you see R-5 Astromech on Y-wings, or even C-3PO the once terror now hack of X-wing? Do you guys still remember some upgrade cards like Squad leader or wingman? There's been times I looked though my collection and was like "oh I forgot that existed".

So power creep, yeah some to an extent but what living game doesn't. Accreation, absolutely but I don't know how without drastically changing the business model to solve it.

Back in my day we didn't have no fancy smhancy tanks. We had two sticks and rock, For the whole platoon! AND we had to share the rock! You should consider yourself very lucky marines!. -SMJ

Edited by FlyingAnchors
9 minutes ago, FlyingAnchors said:

Back in my day we didn't have no fancy smhancy tanks. We had two sticks and rock, For the whole platoon! AND we had to share the rock! You should consider yourself very lucky marines!. -SMJ

Ah, Sergeant Johnson. Irreplaceable.

*Grabs Palmer by the Collar*

YOU HEAR THAT, FEMSHEP. IRREPLACEABLE.

I have an idea that might make errata'ing cards easier.

FFG should consider reprinting updated cards that have been Errata'd and selling them in "Errata packs". There are enough cards at this point where it wouldn't be unprofitable to do this. The errata has become quite lengthy.

They could also sell updated Dials if they wanted to errata some old dials or tone down newer ones.

And of course any newly printed copies of old sets would contain new updated cards.

You have to make getting the updated material accessible. Then you have more freedom to perform updates.

Look at Warmachine. All of their stuff is on their Warroom app. Its easily updated as soon as an Errata gets implemented, so everybody has the new rules immediately. For a game to have good competitive integrity, you need to be able to do errata's of bad stuff. For errata's to work, you have to be able to get players the updated rules efficiently. The current system isn't working.

9 hours ago, Tam Palso said:

In this sense X Wing is 'self determining' in that the stronger build options will naturally rise in popularity. As more players play them (the build is recognised by 'peer review' as being good) so the % chance of it being successful in any given competition increases. Simply put JM5Ks are seen as good ships, more players choose them - the JM5K is more likely to win and so the system acquires a self reinforcing feed back loop.

How is this reinforcing feedback loop broken however? There are a number of possible outcomes -

1. A previously unrecognised squadron emerges that is, in fact, more efficient than the current 'top dog'.

2. A nerf (or buff) is applied to elements of that build or opposing builds.

3. A new ship, upgrade, rule etc is introduced that re calibrates the system.

X wing therefore will never be (and arguably never was) a 'balanced' system as it can never achieve an equilibrium across all available ships and builds. Instead we have a pendulum, with swings across the available pool of squadrons that could be made. What players normally want is not a balanced system, but one in which the pendulum swings consistently and at a higher frequency to prevent a stale meta where one ship (or build) consistently dominates over a long period of time. Basically we need new content.

The corollary: better game design will tighten up the relative power difference between squad/ship power levels, and result in far more ships/squads being able to see viable competitive play. The real world is not digital, it is analog, so, for example, lists that are tier 1.5 will still see table time, albeit less than tier 1. "Balanced" is therefore a relative term that can be quantified by how many ships fall behind the power curve.

Edited by MajorJuggler