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BattleSpace - Gameplay Feedback Responses & Design Improvements

Version: 1.0 Date: November 2025 Status: Proposed Changes


Overview

This document addresses community feedback regarding game balance, complexity, and player experience. Each section identifies a concern, explains the rationale, and provides specific design solutions.


1. Economy System Balance

Feedback Concern

“The economy system leans more towards punishing bad players than rewarding good players. Between the increasing cost of deaths and the cost to rearm/buy equipment, bad players would drag a team down more than good players could make up for.”

Analysis

The current system lacks balance between punishment and reward, potentially creating negative feedback loops where struggling players compound team losses.

Proposed Solutions

1.1 Remove Death Cost Escalation

Current (Problematic):

New System:

1.2 Reward-Focused Economy

New Income Sources:

Action Reward Notes
Enemy Kill $25 Base reward
Kill Assist $15 Assisted in kill
Territory Capture $50 Per player capturing
Territory Defense $25 Kill within 50m of friendly point
Vehicle Destruction $50-$500 Based on vehicle cost
Revive Teammate $20 Medic action
Resupply Teammate $15 Support action
Repair Vehicle $10 per 25 HP Engineer action
Spotting Assist $10 Enemy you spotted gets killed
Squad Order Completion $50 Following SL orders

1.3 Insurance System

Purpose: Soften the blow of expensive loadout losses

Mechanics:

1.4 Performance Bonuses

Streak Bonuses:

Role Performance Bonuses:

Impact


2. Aircraft & Vehicle Customization Simplification

Feedback Concern

“Aircraft hardpoint customization seems like an unnecessary level of complexity both mechanically and in terms of UI in a game where simulation isn’t the focus. If that level of complexity also carries over to ground vehicles then it might be overwhelming.”

Analysis

Full hardpoint customization is simulation-grade complexity that doesn’t fit the Project Reality/Squad-style tactical focus.

Proposed Solutions

2.1 Preset Loadout System

Replace hardpoint customization with role-based presets

Aircraft Loadout Presets:

Fighter Aircraft (F-16, Su-27, etc.)
  1. Air Superiority
    • 6x Air-to-Air missiles
    • 1x 20mm cannon (full ammo)
    • Best for: Engaging enemy aircraft
  2. Ground Attack
    • 4x AGM missiles
    • 2x 500lb bombs
    • 1x 20mm cannon
    • Best for: Vehicles and fortifications
  3. CAS (Close Air Support)
    • 2x Rocket pods (38 rockets total)
    • 4x 250lb precision bombs
    • 1x 20mm cannon
    • Best for: Infantry support
Attack Helicopter (AH-64, Ka-52, etc.)
  1. Anti-Tank
    • 8x Hellfire/AT missiles
    • 1x 30mm cannon (600 rounds)
    • Best for: Destroying armored vehicles
  2. Infantry Support
    • 4x Rocket pods (76 rockets total)
    • 1x 30mm cannon (1200 rounds)
    • Best for: Suppressing infantry
  3. Balanced
    • 4x AT missiles
    • 2x Rocket pods (38 rockets total)
    • 1x 30mm cannon (800 rounds)
    • Best for: Mixed targets
Transport Helicopter (CH-47, Mi-8, etc.)
  1. Transport
    • No weapons
    • Maximum troop capacity (24)
    • Best for: Moving infantry
  2. Gunship
    • 2x Door guns (7.62mm)
    • Reduced troop capacity (12)
    • Best for: Hot LZ insertions

2.2 Ground Vehicle Simplification

Light Vehicles:

APCs/IFVs:

Main Battle Tanks:

Benefits:

2.3 UI Implementation

Simple Spawn Selection:

┌─────────────────────────────────────┐
│  F-16 FIGHTING FALCON               │
│                                     │
│  Select Loadout:                    │
│  ○ Air Superiority [6x AAM]         │
│  ● Ground Attack [4x AGM, 2x Bombs] │ (selected)
│  ○ Close Air Support [Rockets]      │
│                                     │
│  [SPAWN]                            │
└─────────────────────────────────────┘

3. Player Progression System

Feedback Concern

“In the UI section and I think elsewhere there was a reference to unlocks, but I can’t find anything talking about a player progression system.”

Analysis

The game references unlocks but has no documented progression system. This needs clarification.

Proposed Solutions

3.1 Two-Tier Progression System

Tier 1: Universal Unlocks (Account-Wide) Players unlock weapons, vehicles, and equipment through gameplay experience.

Unlock Method: Experience Points (XP)

Action XP Gained
Kill 100 XP
Assist 50 XP
Capture Point 200 XP
Revive 75 XP
Repair Vehicle 50 XP
Squad Orders 100 XP
Victory 500 XP

Weapon Unlock Tiers:

Level XP Required Unlocks
1 0 Basic weapons (M4, AK-74, etc.)
5 5,000 Tier 2 weapons (Scopes, DMRs)
10 15,000 Tier 3 weapons (LMGs, Launchers)
15 30,000 Tier 4 weapons (Advanced optics)
20 50,000 Elite weapons (All options)

Vehicle Unlock Tiers:

Level XP Required Unlocks
1 0 Trucks, jeeps, transport helicopters
8 10,000 Light armor (LAV, BTR)
12 20,000 IFVs, attack helicopters
16 35,000 MBTs
20 50,000 Fighter aircraft

Tier 2: Match Economy (In-Match Purchases) Within each match, players spend earned currency ($) to purchase from their unlocked pool.

This creates:

  1. Long-term progression (unlocking new options)
  2. Short-term tactical decisions (spending match currency wisely)
  3. No pay-to-win (everything unlocks through gameplay)

3.2 Skill-Based Alternative: Role Performance Unlocks

Alternative System (if pure XP seems too grindy):

Unlock items by using the role effectively:

Example: Medic Progression

Example: Anti-Tank Progression

Benefits:

3.3 Recommendation

Use both systems combined:


4. Vehicle Upgrade Visibility System

Feedback Concern

“How does an enemy player know a vehicle is upgraded and how do they make an informed decision to engage or not? IE RPG7 doesn’t pen now because of upgraded armor but no way for the player to know that.”

Analysis

Hidden vehicle upgrades break tactical decision-making. Players need visual and information cues to assess threats.

Proposed Solutions

4.1 Visual Indicators

Armor Upgrades:

Example:

Weapon Upgrades:

Electronics Upgrades:

4.2 Spotting System Integration

When a player spots an upgraded vehicle:

Visual callout appears:

┌─────────────────────────────────┐
│  ⚠ T-72B3 MAIN BATTLE TANK       │
│  ▮▮▮ Heavy Armor (ERA)           │
│  ⚡ Active Protection System     │
│  ⚠ Threat Level: HIGH            │
└─────────────────────────────────┘

Binocular/Scope Information: When viewing through binoculars or long-range optics:

4.3 Upgrade Tier System

Standardize vehicle upgrade tiers across all vehicles:

Tier 0: Stock (Base vehicle)

Tier 1: Improved ($2,000 upgrade)

Tier 2: Advanced ($5,000 upgrade)

Tier 3: Elite ($10,000 upgrade)

4.4 UI Implementation

Vehicle Spawn Menu:

┌──────────────────────────────────────┐
│  M1A2 ABRAMS MAIN BATTLE TANK        │
│  Cost: $15,000                       │
│                                      │
│  Upgrade Tier:                       │
│  ○ Stock           $0                │
│  ● Tier 1          $2,000  [SELECTED]│
│  ○ Tier 2          $5,000            │
│  ○ Tier 3          $10,000           │
│                                      │
│  Tier 1 Features:                    │
│  • Improved Armor (+25%)             │
│  • Enhanced Optics                   │
│  • Smoke Launchers (4 charges)       │
│                                      │
│  [SPAWN] ($17,000 total)             │
└──────────────────────────────────────┘

In-World Appearance:

Benefits:


5. Learning Curve Mitigation

Feedback Concern

“The learning curve seems really steep for this game. So there needs to be aids. Not AIDS but really good tool tips, maybe even short pop up or hover over videos that explain things in a small box etc.”

Analysis

Complex tactical games require robust onboarding systems. Players should learn through play, not by reading wikis.

Proposed Solutions

5.1 Progressive Tutorial System

Tutorial Stages:

Stage 1: Basic Training (Required for multiplayer access)

Stage 2: Role Training (Optional, rewards XP)

Stage 3: Vehicle Training (Optional, rewards XP)

Stage 4: Advanced Tactics (Optional, community content)

5.2 Context-Sensitive Help System

In-Game Tooltips:

When player first encounters new mechanics, display tooltip:

Example: First Time Entering Vehicle

┌─────────────────────────────────────┐
│  [F] ENTER VEHICLE                  │
│                                     │
│  LAV-25 LIGHT ARMORED VEHICLE       │
│  • Seats: 6 (2 crew, 4 passengers)  │
│  • Driver: [1]                      │
│  • Gunner: [2]                      │
│  • Passengers: [3-6]                │
│                                     │
│  Press [1-6] to switch seats        │
│  [Don't show again]                 │
└─────────────────────────────────────┘

Example: First Time as Medic

┌─────────────────────────────────────┐
│  ⚕ MEDIC ROLE                       │
│                                     │
│  • [4] - Bandage (25 HP, stops bleed)│
│  • [5] - Medkit (Full heal, 10s)    │
│  • [F] on downed ally - Revive (8s) │
│                                     │
│  You carry 5 bandages, 2 medkits   │
│  Resupply at ammo caches            │
│                                     │
│  [Got it]                           │
└─────────────────────────────────────┘

5.3 Video Tooltip System

Short embedded videos (<15 seconds each):

When hovering over complex UI elements, small video plays:

Example: Vehicle Weak Points

Example: Rally Point Placement

Implementation:

5.4 Mentor System

New Player Identification:

Mentor Incentives:

Mentor Badge:

5.5 Loading Screen Tips

Rotating tips during map loading:

Examples:

Dynamic tips based on player stats:

5.6 Practice Range

Always-available practice mode:


6. Anti-Meta / Balance Systems

Feedback Concern

“I feel it will be important for preventing players from being able to quickly develop a meta for min/maxing, finding a guaranteed winning strategy. Basically a way to break up metas that may be formed.”

Analysis

Static balance leads to solved metas. Dynamic systems and strategic variety prevent dominant strategies.

Proposed Solutions

6.1 Faction-Specific Balancing

Asymmetric Balance:

Instead of mirror matches, factions have different strengths:

NATO Forces:

CSTO Forces:

Neutral Factions:

Impact: No single “best” strategy, meta shifts based on faction

6.2 Dynamic Resource Costs

Demand-Based Pricing:

Popular vehicles/weapons increase in cost as they’re used:

Example:

Benefits:

6.3 Tactical Variety Through Map Design

Varied Map Objectives:

Urban Maps:

Open Plains Maps:

Mixed Terrain Maps:

Impact: Meta changes per map, no universal strategy

6.4 Counter-Play Mechanics

Hard Counters:

Every strong asset has a hard counter:

Asset Counter Cost Comparison
MBT ($15k) AT Infantry ($500 loadout) 30:1 cost efficiency
Attack Heli ($25k) AA System ($3k vehicle) 8:1 cost efficiency
Infantry Vehicle MG (free with vehicle) -
Fortifications Artillery ($5k commander ability) Depends

Soft Counters:

Terrain, tactics, and timing can counter expensive assets with cheap tools:

6.5 Adaptive AI Director (Future Consideration)

Dynamic Match Balancing:

System tracks match flow and subtly adjusts:

If one team is dominating (>70% map control for 10+ minutes):

If one team is getting stomped (>85% map control):

Important:

Display to players:

6.6 Seasonal Balance Patches

Regular meta disruption:

Every 3 months:

Communication:

Goal: Meta evolution, not meta stagnation

6.7 Commander Abilities Add Strategic Variety

Commander role unlocks match-changing abilities:

Ability Cost Cooldown Effect
Artillery Strike $5,000 5 min Area damage
UAV Recon $2,000 3 min Reveals enemies
Supply Drop $3,000 4 min Resupply at location
Reinforcements $8,000 8 min Bonus spawns

Impact:


7. Implementation Priority

Phase 1 (Immediate - Pre-Alpha)

  1. ✓ Economy system rebalance (remove death penalties, add reward bonuses)
  2. ✓ Preset loadout system for aircraft/vehicles
  3. ✓ Vehicle upgrade visual indicators

Phase 2 (Alpha Testing)

  1. ✓ Player progression system implementation
  2. ✓ Basic tutorial system (Stage 1)
  3. ✓ Context-sensitive tooltips

Phase 3 (Beta Testing)

  1. ✓ Advanced tutorials (Stages 2-3)
  2. ✓ Video tooltip system
  3. ✓ Mentor system
  4. ✓ Dynamic pricing system

Phase 4 (Post-Launch)

  1. ✓ Seasonal balance patches
  2. ✓ Adaptive AI director (if needed)
  3. ✓ Community-created tutorial content

8. Metrics for Success

How we’ll measure if these changes work:

Economy Balance:

Complexity Reduction:

Progression Clarity:

Learning Curve:

Meta Diversity:


9. Feedback Integration Process

Ongoing community engagement:

  1. Public Test Server (PTS)
    • Test balance changes before live
    • Gather community feedback
    • Iterate rapidly
  2. Monthly Surveys
    • Weapon/vehicle satisfaction
    • Map balance
    • Gameplay pace
  3. Dev Blogs
    • Explain reasoning behind changes
    • Show data-driven decision making
    • Build trust with community
  4. Community Council
    • 10-15 experienced players
    • Monthly meetings with devs
    • Direct feedback channel

Conclusion

These changes address the core concerns:

  1. Economy: Shifted from punishment to reward
  2. Complexity: Simplified to preset systems
  3. Progression: Clear, documented unlock system
  4. Visibility: Visual indicators for vehicle upgrades
  5. Learning: Multi-layered tutorial and help systems
  6. Meta: Multiple anti-meta systems

Result:

Next Steps:

  1. Review and approve proposed changes
  2. Create implementation tickets
  3. Begin Phase 1 implementation
  4. Playtest and iterate

Document History: