How much does the team factor 1v1 moving first counterplay options into the design process for a new ship? Are mobile high init ships intended to be vulnerable to core in game tactics?
As an example if I am moving first with 1 ship against another ship moving after me these are my typical options:
- Blocking (Denies mods and shots sets up locks for future attacks to hit harder). Landing "close" to them or physically blocking them to open up a favorable k-turn option next turn.
- Pressure them to take stress from repositions and k turns (Gives more clues next turn on dial options, typically forces them to make a choice between mods, mobility, and next turns dial.)
- Use of Rocks and Obstacles ( prevent dial options and reposition choices ). Engaging near obstacles can make the opponents ship more predictable. Critical when moving first.
Keeping all of these basic options relevant against high init high mobility or turret ships might be an effective way to avoid dependence on extremely low generic point costs or complex mechanics for counter play.
2.0 is awesome thanks for making a great game