I'm enjoying this game immensely and a bit addicted. I wanted to make some suggestions based on some recent experiences. I understand it is a small team and there are many things you want to implement. I've thought about some of my concerns for a bit and I realize there aren't easy answers but hope that some feedback will be helpful. This is a fun game and I wrote a positive review on Steam. I'm not trying to be negative here. I'm optimistic about this game and am looking forward to seeing how it turns out. XP Gain I feel like the more I understand the XP gain system the less optimally--in terms of winning maps and helping my faction--I play. I have to fight the urge to play selfishly. Some examples: I helped kill a tier 4 and a tier 5 with three other tier 3 ships in a 4 sector map and was rewarded for my ~8 turns over that stretch with... 216 XP. Most of that XP was for hitting the tier 4. First we went after the tier 4. I went behind it and fired 3 shots with my Mendi III. All three hit but one hit his engines. Hitting the engines on a tier 4 stuck in the middle of the map is great for our faction and the other players! He's much more vulnerable and has fewer options next allocation phase. I was rewarded no XP for hitting his engines. Selfishly, I probably shouldn't have attacked from the back. This would have maximized my XP gain but would have been worse for my team. The tier 4 was eventually finished but I didn't get the kill so I missed out on that 300 XP. Onto the tier V. We beat him down a bit but he got to 12 hull and turtled with full shields. We spent 4-5 turns hammering away at his shields. We all focused on one part of the ship in order to take down the shields and the last person who got to attack was able to slowly chip away at his hull. We eventually took him out but the experience gain was minimal. I had high init so I was one of the people focusing on his shields for most turns. I fired 12-15 shots at him over those 4-5 turns, and was rewarded with XP for two of them as the rest were absorbed by shields. This allowed my teammates to get XP for the hull hits and the eventual kill. My selfless play helped us in taking the sector and hurting the other faction but rewarded me with very little XP. Selfishly, I probably should have gamed my initiative in order to go later and let others take out the shields and let me get the XP and a better chance at the kill. By playing as a team and doing what was best for the team, I hurt my XP gain. A different map, this time I'm playing with a tier 4 liverpool 3. High damage from range but I need vision on the targets since I tend to shield (as putting up shields prevents the enemies from farming easy XP off of me). First turn, there is a low enemy. I can take him out with one of my shots but I can't move within scanner range (but I can easily move with fire range) so I ask my teammates in local faction chat to keep vision on him so I can get the kill (we are in the chat talking). They decline to keep vision, I can't get in scanner range, and don't get the kill. This makes perfect sense from their point of view: if they had stayed in vision they would have been more exposed (not on that turn as the enemy had all gone but for any incoming units) and missed out on the chance get more XP and the chance at the kill next turn. It makes perfect sense for them to hide behind an asteroid. Next turn, one of them gets the dmg XP and the kill. Great move by them to maximize their XP gain but it takes us longer to cap the sector, hurting our faction and allowing the enemy more time to reinforce. Next turn same thing happens. I ask them to please keep vision so I can get the kill on a different ship, they decline and the enemy survives for another turn. Once again I do not get to do any damage and someone else on my team gets the damage XP and the kill. Next turn, there's a low hull enemy ship. This guy is toast, it's only a matter of who gets to him first not whether or not he is going to die. I'm a bit frustrated at this point so decide to play selfishly. I turn down the points I have in my energy cannon and lower shields. Sure we'll do less damage to the other side next turn and I'll be easier for the enemy to farm but I'll get to go early enough in the turn order to get the kill--and finally get some XP. I'm rewarded for my selfish play as I get the kill and finally get some XP. Another map. We cap the sector and there are some AI still on the map. If we finish the AI the sector locks--good for our faction but pitiful XP farming the AI and since we already capped the sector we don't get any bonus XP. Plus if we leave, the sector becomes contested (instead of locked) and we can either later defend against the enemy or let them take it and then take it back (for more XP and sector points). The play for the good of the faction is to stick around and lock it but all the incentives are to leave and find another section to cap. Playing a support tender ship: I rarely see players play it once they realize the XP gain is so low since they hardly get to attack and spend more on shields and sensors than weapons and init. Tier 3 ships putting points into scanners: No XP bonus for spotting enemies plus your init and movement are lower, leaving you more vulnerable and less likely to be able to optimally position your shots for XP gain. Not much incentive to put points in scanners though there are many times when more vision could help your team. Putting shields up hurts the XP gain enemies get on you, but other than protecting your ship it doesn't help you gain XP. Makes the higher tier ships with times 1 shields floating pinatas for the other team. For your faction, you might have a responsibility to put shields up to prevent them from farming XP off of you but for your own XP gain, you want just enough shields to ensure survival. There are times when the optimal move for XP gain in a tier 3 is to move in and attack a much higher tier ship--even if it means losing your ship and feeding XP to the enemy. I can gain 3-4 shots of XP for attacking the higher tier ship and if I die and gift the other team a bunch of XP and some sector points sure it hurts my team and faction but I gain XP. Currently I've heard talk about assist XP being added to the game and certain XP being added for repair ships. You could also encourage scanner use by rewarding players for finding new enemies on the map, or re-finding them when you've lost contact etc. This might help align player interests with team and faction interests (I'm skeptical about assist XP as people will still compete against their teammates for the bonus kill XP) or it might reward different, perverse behavior. I don't have a great solution. Personally I'd prefer a system where all XP earned on the map was split evenly between team members and more types of XP are rewarded. XP for engine shots, XP for tenders healing ships, XP for taking sector points in a round, XP for scanning as mentioned above, XP for shielding against enemy attacks (as opposed to letting them farm you for XP), more XP for team objectives like capping and defending. However this system comes with its own set of concerns.