I've been reading the forums a lot these past two months, keeping up on all the different trends and arguments. With all the reading I collected a "battery" of small changes that I believe would make Armada much better and more enjoyable, regardless of whether you are on the "I like armada as it is, its' fine" side of things or the "Armada is broken, we need change or its dead" side of things. These are taken from the good ideas of others, and they seem to have at least some backing in comments.
1. Flotillas do not count for tabling . This introduces a risk reward element to their use. Player who like flotillas and do not see an issue with them might enjoy the additional challenge of that risk, and those who do not like them is given a possible counterplay that does not rely on them.
2. Change to engine techs. It becomes an "exhaust to use" card that is exhausted if it overlaps a ship or obstacle during movement. This makes "ramming them to death MSU" tactics less viable, without actually changing the core mechanic. It also introduces an element of challenge in using engine techs, plan those maneuvers carefully! Also, certain ion cannon upgrades might actually start to see some use.The obstacle part might not be necessary, but would make for a consistent rule.
3. Points up to 450, squadron allotment down to 25% (for a total of 112). Less points for squadrons might encourage more generics, and will regardless reduce playing time overall. The squadron game is one many find enjoyable, and others dislike. Regardless, both sides should benefit from a decreased playing time in an armada match and more points for ships other than squadrons.
A thought on Riekan, with these changes, he himself might not need a change? The composite elements that make him so incredibly good are all adjusted slightly, might that be enough?
Edited by AshesFall