I totally get where the “think of the children” arguments come from. We need to encourage new/low skilled players.
At the same time though, if there also needs to be unique play for the veterans of the game, because otherwise what’s the keep them anchored to playing?
They support the game for a long time and then if there’s nothing for them to enjoy, why stay?
We potentially end up losing more vets, while still having poor retention of new players and the active community continues to shrink.
So I don’t thknk the answer to help newer/lower skilled players is to nerf capitals.
Capitals dropping on sub caps has been an issue, but the right approach should be in my view, to:
- Ensure capitals are the right counter to other capitals
- Make capitals less useful against sub capitals
- Ensure capitals are not overly vulnerable to sub capitals as a result of the above point
If capitals are poor at applying damage to sub-caps, then the motivation to drop them lowers. However, they don’t want to become so bad that the best counter to caps is a sub-cap fleet.
It’s a difficult thing, but just nerfing stuff across the board doesn’t seem the right answer.
In some ways, beefing up the ability of capitals to take out other capitals, then making sure they can’t apply well to sub caps but aren’t at risk from sub caps, should separate their use.
Jump fatigue is good, but while that allows smaller groups to use capitals without being dropped from across the map, we have less chance now of having the next B-R battle. If only we could find a way to let capitals move big distances sometimes (eg. increase the null-null wormhole spawn rate again, with mass limits that allow capital fleets to move through).
I don’t know what the right answer is tbh, but I don’t think nerfing capitals is it.