There was a stat that I heard at some point.
1% Create Content
9% Editorialize that Content
90% Consume Content
In short, look to loudest and most powerful voice. Then look to see how many people repeat or respond to that loudest, most powerful voice. Then, look to see how many people listen on whole without really saying anything outside of whether they agree or not and whether something should be done or not.
This is how you can identify Narratives, which can often grow larger than life.
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In terms of the concern you listed:
Fire-Spam
Camping
Cap-Support Negation
CV's Perma-Spotting
Subs/overtaxed DCP
Power-Creep
Fire-Spam: HE is usable from any angle, so it's normal to see it because getting angles/positional advantages are hard. Board control can be considered an advanced tactic.
Outside of limiting HE Ammo in some way, this will continue to be a brute force option. The concerns over HE were reduced significantly when the IFHE rework was done, so current concerns are less than they were.
Camping: Shooting an enemy from a smoke cloud or behind an island makes tactical sense. They get hurt and you don't. It's unlikely you will be able to encourage players to willingly take damage when other options exist.
Outside of altering ships ability to see/shoot each other, this is part of the map positioning/tactics that exist in our game. Advanced movement or consumable threat can reduce it, and CVs can allow for more interactions due to non-normal spotting avenues.
Cap-Support Negation: I'm not sure what this one is?
CV's Perma-Spotting: This is an outsized narrative. A CV can be in one place at a time, barring the drop of a Fighter consumable that lasts for a time. "Perma-spotting" sounds like a CV spots everything always, but actually means that a CV can dedicate itself to keeping one target lit for an extended period of time. If other targets are nearby, they may be lit as well.
We are currently looking into spotting and seeing what options fit our design concepts, and so far haven't found that answer. As for a ship being able to be lit, it's a specific thing that a CV offers as part of its gameplay utility. It's not strange for one Game Class to be able to do something other Classes cannot (Ship Types in our game) and this is a perfectly normal extension of that concept.
Subs/overtaxed DCP: Homing pings do not guarantee hits as the homing mechanics can be manipulated and torps avoided even while pinged. The choice of DCP or not is very situation dependant which is normal for our game as a big part of our gameplay is decision-making.
Further, if the Submarine is replaced by another ship, that ship can simply spam HE which translates to DCP pressure as well.
Power-Creep: Honestly an out-sized narrative. Power Creep exists mostly in expansion pack-style content where the newest content becomes the mandatory go-to as stronger stuff is required to stand out. We balance to our in-game situation to stay consistent and allow our game to stay even.
We release Early Access content that people see and evaluate pretty directly. In some case, entire lines are ignored as they don't fit a person's playstyle and pre-existing options are considered stronger anyway.