SylvrDragon said:it also shows you really do read these forums.
Wasn't aware that was in doubt. . .
SylvrDragon said:
1: Crits
2: Boresight
3: Init sinking
4: Big ships losing to swarm fleets
I'll go through these, and give my thoughts, as I see them. At least two are tied firmly into the fundamentals of the game, though, and cannot be solved by 'tweaks'. They really would need a new edition of the game - that said, if a new edition of the game was to be done, it would be my intention to either solve the above issues, or remove them altogether.
1. I presume here you mean their effects on larger ships, which is mostly valid. There have also been arguments on critical hits being too common - that I have something of an issue with, as the presence of critical hits is, I feel, one of the draws to the game, and it certainly gives players the feeling of what exactly is happening to their ships. Perhaps a better argument is that critical hits can be _too_ critical. Something to look at.
2. I would actually view Boresights as a 'feature' (using Microsoft terminology) rather than a bug. Anything that changed how Initiative works would have a big effect here though, in another universe, I would look seriously at removing Beams and related super-weapons altogether. CTA works very well when weapons just 'chip' away at enemy ships (our Star Wars mod is superb at reflecting this - not a Beam in sight!).
3. This could also be described as a 'feature', but one that demands rather more attention. There are certainly some options available to players that allow them to 'game' initiative, and I would not be unhappy to see those options go.
4. Now, this one is a relic from 1st edition, before Sky Full of Stars ever appeared. Before the points splits, swarm fleets were greatly curtailed, and the Priority system had a lot more power in reflecting the kindof battle you wanted to play - by giving more options, we flattened its impact altogether.
However, it all stemmed from the idea that two smaller somethings should always be able to win over one slightly larger thing on a level playing field (and level is a relative term in CTA, as it is most certainly a fleet game, not a ship game - an easy trap to fall into). The problem gets magnified when someone starts taking a lot of smaller things (and this is an issue many wargames fall into - it has been fairly well documented in, say, 40k). It is basically an area of the rules where one side was advanced in a rules update, but another was not. We'll certainly be looking into this in the future as, well, big ships are just cool

That said, there always has to be a penalty for putting lots of eggs in one basket (and that may be where critical hits come back into their own - don't know yet though).
Anyway, just some of my own thoughts on your specific concerns. We have always said CTA is an evolving game, and we have never been frightened of what the players themselves have thought. If it were down to me, White Stars would still have the same stats they had in the very 1st edition of the game!