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CS Misses Mark in Capital Ship Phase

As the title says, I have heard this time and again from players who are frustrated with the implementation of this concept.

It is too linear and choke-pointy. It might as well be GA.

And don't get me wrong, I play GA daily. But I play CS because I want a different experience...the ship phase takes the pace and vibe that the ground phase establishes and promptly ruins it all.

I feel like if devs spread out the ship interior into command post style captures it would echo the ground phase and improve game play.

Anyone feel me? Thoughts and suggestions?

Replies

  • Ship phase definitely feels like it could be better. I love the tug of war aspect and would want to highlight it more. My ideal set up:

    Ship phase uses lives, not time. The boarding phase would determine how many lives you get. I would also like to be able to sabotage a boarding ship, reducing the amount of [attacker] lives available on the ship phase.

    Both sides of the ship can be accessed again, each by their corresponding console, and all six reactors would need to be destroyed by planting explosives. This would help eliminate choke-point frequency while keeping the objectives clear and direct. At the same time, the defending team can revert consoles, closing off access again, creating a different tug-of-war compared to the ground phase (command posts).

    I would also like the ship phase to be more immersive, like the lights going out after some reactors are destroyed.

    Essentially, I want to be able to go back and forth several times, without it becoming taxing. All in all, CS would feel slow to start, but as soon as the first ship phase starts... it would be a frantic and fast paced, how I would imagine this type of mission would realistically feel.
  • Thanks for the thoughtful reply @Scion_of_Yggdrasil .

    Exactly: I feel this phase would benefit from having multiple targets that are spread throughout the ship and open simultaneously, just like the ground phase.

    They almost get it right in the first phase of ship interior by having the two posts, but they are so close together that it's basically one obj...and you only need to capture one anyway.

    And then it turns into funnel wars in the halls en route to the core. It plays the same every time.

    What if you had to capture the bridge as well as destroy the core?

    Or add an extraction style objective (data, prisoners, etc depending on ship)?

    Some variety, please!
  • Scion_of_Yggdrasil
    711 posts Member
    edited January 22
    Nugmragn wrote: »
    ...And then it turns into funnel wars in the halls en route to the core. It plays the same every time.

    What if you had to capture the bridge as well as destroy the core?

    Or add an extraction style objective (data, prisoners, etc depending on ship)?

    Some variety, please!

    Funnel wars :D exactly

    What if once you capture the console... you have to escort the explosives to the reactor? What if before that, even, you had to escort a droid to the console! So many options.
  • No its a great phase. i love it.
    i love thes hip phase even more than the boring bot riddled ground phase
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