Re: Talooran - make it more tactical ?
Taloraan is plenty balanced for public play, where its hard to get players into capital ships even if you offer to mail them free money. They all go fighter for kills.
During a standard game some or all of those ships will be parked for the first half of the round.
My Favorite Taloraan tactic is taking a lancer or corvette and moving perpendicular to the enemy ships, taking out the repair ship first. Any players that frantically spawn into capships to defend usually end up moving away from me by default so I can move into blind zones.
This usually nets you at least 1 or 2 ships at the cost of 1.
Rebel and Imperial fighters are designed very differently ingame and we cannot expect them to perform the same roles. The Imperial fighter's role in Taloraan is defending the capships, not strike.
One thing I've always liked about Taloraan is the reversed focus o the opposing fighter groups:
Reb- (AW) - Offense fighters/Defend caps (XW)- Offense-fighters/caps (BW) -offense caps
Imp (TF)- Defend bombers/caps (TI) Offense-bombers Defense caps (TB) Offense caps/Defense caps (ion blast)
The Imps TF/TI have an advantage in any dogfighting situation with an xwing or bwing- both of which ships have a strike role, meaning they are easy to pick off.
If you remove the strike role from the xwing, the ties have no reason to hunt xwings,and the Rebs have less reason to use them.
The Tie Bomber finds it incredibly difficult to get across the map by itself because of the speed of the rebel interceptors and the multirole nature of the rebel bombers/space superiority fighters. It does well in a defensive role, moving with TF support and the capital ships, effectively demping enemy ships that are already engaged and then bombing them while they are more worried about turbolasers.
Torpedoes
Torpedoes need to be looked at, not just removed wholesale from ships that makes sense to have them.
They do negligible damage from just under a kilometer away and incredible damage at ranges of 500m or less- point blank being preferable.
This is completely counter intuitive to the way people expect torps to work- they are warheads and not fuel rockets and are not supposed to be consuming their payload.
The other thing is that a bomber that successfully completes its mission (B-wing, or far more rarely- a Tie Bomber) is now likely very far away from resupply.
It's more effective to suicide or get killed than try and rearm, which is not really what we want from a gameplay point of view. Roleplay fanatics will make the attempt but its a long haul and is not fun.
Balancing torps for gameplay is what is needed.
I'd be in favour of a Yavin like solution where the Reb fighters get a cap on the ordnance they can launch at one time, but which slowly recharges.
Say a Bwing fires off 6 torps instead of 12. He doesnt get to radio mission complete and die, he has more torps loading in the tube.
Its incentive for him to try break off and come back for another pass or fly around the ship shooting at/ getting shot at by ties. In other words, it encourages more dogfighting and participation and less 'torp spam,I'm done here'
Conversely, to give the Tie bomber a leg up, it could get more torps to launch in one salvo (the full 12? 10? 8? ) and rechargeable ion torps. Make it truly a threat to ships and rebs will have to really watch out for them and not just swat them when the opportunity arises.
TLDR:
Fix torps so they do decent damage at decent range
Fix bombers/MRfighters so that they fire less torps in one go, but recharge so they have more reason to stick around and play
Boost TB so it is capable in the 'B' department