This game has many issues. I'm not saying it's not fun, but it could be better. In this series of posts, I am going to talk about what I perceive to be problematic in the game. The reason for doing this, is to start a focused discussion on the design of certain elements, and brainstorm ways that could be implemented to make them more fun.
Now if you don't think this sounds good, please don't post in this thread. Also, I would like to keep this discussion fairly on topic and focused, so keep that in mind.
With that out of the way, let's talk about what I consider the biggest flaws of the game, chief among them are turrets, the first of these topics.
Turrets are just so **** efficient. But that is not the problem, really efficient ships can still be fun. Their problem is the removal of agency. Why do I say that?
Well, the game is(was) about positioning, and maneuvering, and trying to get ships in arc. Obviously, turrets are a way to work around this, and that is fine. Turrets exist in the star wars universe, and some ships really need them to work at all. What is not okay, is the removal of player input because of turrets. It's one thing to be able to fire outside your firing arc, and a completely other to be able to fire at anyone within range, with no regard to any of that player's choices made in the game. The ability to fire in a 360 arc should be limited. That way, the 360 still outperforms the arc-locked ships, but with added decision making in the process.
Think about this: You have an arc-dodger. That ship archetype is made to counter jousters. Now, does the arc-dodger ace automatically win all match ups against jousters, without any input from the player? No, that's called jousting, and arc-dodgers lose that fight big time. To actually win that match up, arc-dodgers need to invest actions and decision making to come out victorious. They have to dodge the arcs. Now this provides fun, because a: you can outthink your opponent, b, people sometimes screw up. So while arc dodgers have an inherent advantage against jousters, they have to actually do something for that advantage to manifest.
Now, let's apply the same logic to arc-dodgers and turrets, and we will soon see the issue. Turrets beat arc-dodgers, and there is no decision making to help with that. Most turrets don't care about arcs, and why would they? The only chance an arc-dodger has against a turret, is AT. Pretty much a mandatory upgrade, that in turn turns certain ships nigh unbeatable. The burden of winning that matchup is on the arc-dodger. They have to spend their points on an upgrade, to even be able to compete against their natural predators. And they still have to invest their arc-dodging during the round, spending actions, often stressing themselves, and losing modifications for their attacks.
Turrets just beat them, with no effort, and it is the arc-dodger that needs to send additional resources, both before and during game, while in the arc-dodger jouster matchup, it is the dominant side that has to invest for victory.
This is the problem with turrets. They are super reliable at no cost to the player during the game. They are the dominant side to any matchup, and their opponents have to build against them. Because of this, they restrict squadbuilding, and they remove an element of decision making from the game, lowering the skill floor, creating frustration among players.
So, how do we fix that? I have heard many suggestions, my favorite that I often made, was to make an Attack: target lock requirement for all primary and secondary turrets. It still allows a turret to win a confrontation with an Ace easily, but it requires some skill and investment of actions.
What other ideas do you have? What do you think about the issue?