Yeah, I know it won't be happening but figured I'd post my thoughts anyways, because what the heck.
Increase velocity of main cannons. While accuate, long range sniping, especially against faster ships is hard to judge because it takes so long for the shots to get there. The chances of hitting a vette at long range are extremely low.
Upgrade main guns. There are times I attack dreads and feel like I'm trying to take down a charging elephant with spitballs. Not a big increase but some. I love the look of the line but I don't play much because of the guns.
Cut all healing in half and when a healer is healing they cant be healed by another to get rid of the healballs. These are supposed to be support vessels but are far too often game changers, even just one. Twice this weekend I came across a match where dreads just surrounded the healer and you couldnt even get to it. It's way too tough to take down a ship with a healer attatched and by the time you do you've lost enough health you dont have much chance to win. In a match I had a healer attached to my Gora and I literally didn't move and picked apart an AK dread for about 2 minutes before he fell. That shouldn't happen.
Assault Blink warp shouldnt be able to devastate a dread. Also, I believe its a mix of two modules and an OB that allows vettes to one hit enemies. Outside of a nuke and bomb catapult that shouldnt really happen, especially from the smallest ship.
I know they're meant to be slow, but their movement speed is nestled between a legless sloth and a beached whale. I'm not saying make them fast by any means, but they practically dont move on their own and the jump module is pretty much a necessity, denying the player of other modules in that line. The times I've seen them not have jump modules, they're not very involved in battle and a snipers dream. Also, increase the main gun's dps for medium and longe range, they're useless beyond knife fight range.
Flying bricks basically, the heavier armor doesn't really make up for the lack of speed. I'd like to see just a few more points added.
Why do they have the same bow as the Gravis/Cerberus? These are the only ships where the next level doesnt have a new part.
Personally, I don't think hero ships should be above 2,000 gp, but I think if they were lowered to 1,500 you'd probably have a lot more people buying. Given prices for coatings, which I think are fine, for 1,500-2,000 getting parts, emblem, decal and coating would entice a lot of players.
Emblems and decals to me shouldn't exceed 300 gp and probably should be 100-200. Since you don't see these in game there isnt much beyond beyond your enjoyment in the hangar.
More choices for captain appearances. Again, like decals and emblems, they should be cheaper due to minimum use. Some more uniforms and definitely more colors.
Honestly, as a FtP you can nickel and dime players to death, but you have to have nickel and dime prices to do that and Dreadnought doesn't have those for the most part. If you like the coatings of the PCF Morningstar and PCF Silecia, 700 gp for those is a good deal. Some like the Hasta, Zilant, Orion and Naga I feel are at the right pricepoint. The rate at which I see ones like the Phoenix, Hammerhead, Zaratan etc. I rarely see in game. I don't think I've ever seen a Huscarl.
Players want them so not sure why it hasnt been done. I'd love red or orange on my JA ships.
There should be more. Given people buy hero ships for parts not sure why they havent released more. I'd love a Saab Draken inspired retrofit for my Athos.
Way, way overpriced. I won't even consider it. My Otranto has almost 1 million xp. The conversion? Over 46,000 gp. 46,000. Who in their right mind would spend that?
More ships for a fleet
We have 5 ships for our T4s and T5s. This shoukd really be expanded to help reduce the grind. I think a minimum of 6 ships should be available but really more. Even the minimum xp gained for ships not used can go a long way to reducing the grind.