Personally I don’t really like the idea of specific block limitations. Perhaps certain playfields could be made more interesting, or certain metas. Currently resources aren’t really that valuable to anyone other than new players, but hypothetically, if some form of reward was able to draw players in mass to these specific areas, that could create some interesting game-play. Consider if GG had no bases, 2k block SVs and 3k block HV’s… that could create a fairly gladiatorial gold mining process.
If we’re just doing this to tweak certain capacities then this will be important to answer:
How many bases?
How much damage do these bases do?
Do we want an average faction of 5-8 players to be able to take out another factions bases?
How long should an SV or HV take direct base fire without being compromised*?
How long should SV to SV fights take 1v1? HV to HV fights?
How strong should an HV be vs an SV?
*By compromised I do not mean killed necessarily, but disabled to the point where a new ship is required or they are not combat effective (i.e. loses all guns).
Personally I think if we’re going for a cap, 4k should be the cap for an SV, and 6k the max for an HV.
Reasoning: 4k SV’s are still tanky enough to group together with others and assault a base, but cannot provide direct damage soaking, or last more than a minute before being compromised.
6k HV’s will fill the tanking void somewhat, and while still quite weak to prolonged base fire, will have a survivability edge over SV’s.
Garage Ships:
This tweak will severely impact the effective usefulness of most of the combat garage ships. The main draw of the ships in the past, was not the increased weapons - though that is nice - it is the CV drive train capable of handling 10-20k additional blocks while still maintaining class size. The price tags have been increasing, but were still worth the cost for this reason.
If this change goes into effect, garage ships prices must then be lowered, as their primary function is gone. They would then merely be disposable pew-pew ships, easily losing their effectiveness after a few encounters.