Designing towards specific goals is a base tenet of game design; without goals there is not much to aim for. Yet, design goals can be very hard to put down on paper. Even with a room full of people where you’re sure everyone has the same basic vision, nailing a lengthy and lively brainstorm down in a clear and concise way can be like returning the toothpaste to the tube at the end of the day. That being said, this is what four of us came up with during the course of a mere five hour meeting on the current speed crisis:
* Speed must never reach ludicrous speed, which is defined as speeds where missiles and drones don't intercept the class of ship they were intended for.
* There should be a significant and meaningful difference in speed between the ship classes.
* Speed should not permit a larger ship to perform the role that a smaller specialized ship was intended for.
* Afterburners should be a viable module selection for PVP.
* Guerrilla warfare must remain a viable combat tactic.
I foresee a lot of tears.