Many of you know that speed is a bit of an issue in PvP.
I just did a test with a pilot escort on Tribble. I stacked 121 engine power, EPS Power Transfer, Emergency Power to Engines 3, Evasive Maneuvers, an a Deuterium Burn, at an Impulse Expertise of just 70, with the new Competitive Reputation Space Set's engine bonus of +350% for activating a firing mode, and got to a flight speed of 495. That is roughly 15 km/s.
And this was just a quickly improvised test. I am sure we could get that number higher by minmaxing the excrement out of it.
Granted, that was just a short burst of speed. I can keep her constantly at 130 (roughly 4 km/s), though.
But the game's Universal Weapon Range is only 10 km!
At the start of the game, lieutenant level with a standard issue engine in a Miranda class frigate at 50 engines power, your flight speed is 12.5 (just under 0.4 km/s), with the ability to go to a short burst of 35 (just above 1km/s).
So the game's range to speed ratio goes from 25 almost down to 2.5, with "range" to "burst speed" ratio going from 10 to 0,67. Why is that ratio relevant? Because that ratio is the time in seconds that you have to react to an opponent who is close to you before he's out of range. If that opponent is at the edge of your firing range, double that time, but then halve it again if you are both approaching each other - you can of course think of all kinds of things to do with such ratios, like flying parallel and suddenly change course, etc, but the point is: You need damn fast reflexes to work with such speeds in space combat!
In effect, these range-to-speed ratios are turning the game from a spaceship command game (captains in their 30s to 50s giving verbal orders to their crews) into a space fighter game (pilots in their 20s using the control stick of an airplane-like craft).
I am not in my 20s (and haven't been for quite some time). I know that most players I regularly interact with here on the forums and in the game aren't in their 20s either. Which makes sense, given that this is a game about TV shows that were made 20 to 50 years ago. I know I just can't keep up with that kind of reaction speed. Maybe I once could, but not these days. Human biology science isn't advanced enough for that yet. And even if I could keep up with it - would I choose a Star Trek game to emulate such types of combat, or wouldn't that be better placed in a space fighter game about small agile craft?
Now, you may believe that there should be a place for such fast ships in this game. That's okay, I am fine with that. But given the likely player demograpics, then it should be worth considering to at least put the range-to-speed ratio closer to the one that the game was originally designed for. In other words, then the range of the weapons should be increased. And if anyone would want to do that, the range increase would have to be to about 150 km (!) for ships that really want it, if you want to keep closer to the original design parameters of the game. Even if you shrug off the extremely stacked bursts of speed and limit yourself to base speed, you'd have to increase the range to at least 40 km (unless cycling two copies of EPTE3 is a burst for you).
Maybe it would be easier to, well... apply diminishing returns to speed increases? After all, e=1/2m^v²
Or does a significant paying portion of the player base want to play a game were 0,67 seconds is considered an acceptable required reaction time, including
If so, I'd like to know.
Remember, STO is nothing but a cosmetics game, where only the rule of cool matters. The game mechanics are intentionally out of balance, don't try to "optimize" anything, as it would just frustrate you.