Well, suppose you have late game, and you have a one or a couple of high level cap ships, (lvl 6+) with all of the nice abilities.
The problem is, you can't use them; the moment you bring your cap ships into the battle, they got insta-gibbed by insane firepower.
Let's a bit honest; how does long your typical lvl 6+ ship survive against 50+ LRMs, 20+ HCs, and now hordes of bombers in 1.09/1.1? It does not take that much good micro to click the capital ship (big size) to focus all the firepower.
Other than Kol, I usually see my capital ships VIRTUALLY VAPORITZED in the matter of a minute, if not seconds. In the end, the whole purpose of capital ships become like this....
1. Quickly use abilities and retreat to neighboring planet.
2. If a capital ship is very durable type (e.g Kol) you can distract enemy player for a while by circling around the planet, but it won't last long.
I suggest, at the level of 6, the total hp (including shields) of capital ship needs to be 10000+ at mininum, or even more.
No worries, I rarely play them myself (I'm more of an Advent guy since their cap ships auto level to 4)
I actually like your suggestion, and would welcome seeing the caps line up in formation at the rear of the fleet as well.
I just don't know how it'd be implimented. :/
I forget what game i played, and i don't think it was an RTS but they had it so that the fleet reforms when one of your ships get destroyed so the fleet always looked like the smaller ships were surrounding the larger ones. So i know the fleet formation thing can work. I am not sure how hard it would be to implement the idea that you can't shoot through other objects, that might be sorta hard when every ship has to check to see if it can fire before it does.
I dunno. for the most part, ships in sins are a bit apart from one another, so it would take a lot of ships to form something of a meat shield. that doesnt say that it cannot be modified for greater fleet coherence though. I still prefer the mitigation approach.
Implementing line of sight would be an awesome add on if you can manage your fleet formation to block those lines and protect your cap ships with yoru frigates.
But on makign cap ships stronger all they need if more base HP. Mitigation, sheild restoration, armor regeneration, and armor defence should all remain the same. Just have more HP to buffer the damage more.
Example A ship that had 5000 sheild and toke 5 minutes to recharge those sheilds from 0 to full will now take 10 minutes to do the same 10000 sheilds.
I think you could get enough cobalts around a Kol to block atleast 50% of the fire at first. And if its made that you can still fire at the Kol but the shots will instead hurt the ship that intercepts them, eventualy the cobalts will start to die.
This would also give more reason to use formations and move your ships around.
You've got the scale wrong I think. The ships are tiny, and spread out pretty far, in most maps (compare ship size to planet size). Also, it you allow blocking of fire, you'd have to allow better control of movement in 3D or it would be unfair... and I don't think I want to see the interface to make that happen.
For my part, I'd say more mitigation is best. A pure HP buff to the capitals has the disadvantage of making repair abilities less useful (it would take longer to heal the ship)... mitigation doesn't share that problem.
wow, the quote system does seem a bit faulty here.
anyways, agree with the last post. ship size relations and distances etc etc. make that idea currently unapplicable.
also, keep in mind, pure hp boost are not a counter to focus fire but to damage in general, increased mitigation directly counters focus fire, because it depends on the amount of damage taken by the ship. and beides that: even a 1000 or 2000 point increase in health wouldnt do that much. if caphsips go down in 10 - 15 secs now, that might extend it to 15 - 20 secs after, which is longer, but not much so.
FWIW, I too think that high level Cap Ships are too weak (& expensive)! Kudos to wnmnkh for another insightful observation.
After reading all the suggestions, I think an increase in Hull (or Armor) with each level, a small increase in sheild mitigation with each level, and a reduction in research, level up, and initial cost would each or ALL be appropriate!
Respectfully, Obi 1
Maybe they can add some kind of flack/counter messure system that will intercept a % of fire power thrown at it. Further more in order to use it, you need to give up your ranged guns. IE switch from firng to point defense mode.
PDS would be great as an ability (Point Defense System)
Honestly, think about it.
Yes, the Nimitz only has a few weapons and point defense systems. If it gets attacked by 100 or so enemy aircraft it might be screwed.
Are you forgetting it's main armament? Do you think the fighters in the Aircraft carrier are going to sit around and let your warplanes sink it? Do satellite systems not see you coming from the other side of the world?
In sins, in a large late game battle, especially with 5-6 HUMAN players in one system, i find i lose a lvevel 8-10 cap ship every 2 seconds.
It is just not cost effective, i would much rather build a crapload of ilums and some guardians and HCs. Or spam Returning Armada. Or superweapons.
A level 10 capship should be able to defeat 10-30 frigates in combat. Should be able to fry a frigate in two or three shots (one shot for the advent with their insane DPS). Should stand up to 70 frigates for more than 20 secs. (not against other 5-6 capships, ofc)
A level 5 capship should be able to handle 5-6 frigates.
A capship should be able to level every other battle. A capital ship should have more advanced armaments and battle computers and armor and shield generators and mitigation analysis systems. A higher level, battle proven one should have even more of these.
Seeing them coming and being able to stop them are two different things. And it should be noted that shooting down enemy planes will only save a carrier if this is done BEFORE they launch their missiles. If they come in low, and perform a popup manuver, the planes can be only visible over the horizon for a short time. So conventional radar won't pick them up. And then you have a bunch of sea-skimming missiles coming at you. Oh and of course, Harpoons/Exocets are over the horizon weapons, so they can fire them from 70km+away. They use radar late in flight to track a target. Meanwhile the planes that launched them have already turned around to return to base.
And how well do satellites identify fast moving strike bombers at low level over the sea???
To add to the PDS,
What if the caps came with the PDS, and its upgraded a little each level. But rather then make it an ability maybe it should be something that you can add to your caps. It will have slots kind of like the planets have slots. You can have some that are anti fighter and some that intercept other kinds of incoming fire.
Each time you level up you can add some more slots, but you can only add one kind of slot per level.
The main issue with capitals isn't really the time they live compared to other ships, since they die just as fast. The problem is that for large scale engagements, the time spent acquiring a target is higher than the time it takes to kill said target.
Using completely arbitrary values for my example. If we assume it takes 2 seconds to target a hostile ship before you can fire (turning and moving). Our frigates can take 1000 pointsof damage before going boom, they deal 20 dps each.Our capship can take 5000 points of damage and deals 100 dps.
If you have 100 dps incoming damage. The frigates will last 5*1000/100 + 5*2 = 1 minute. during which they will have done ~3000 damage themselves, due to dead ships not dealing any more damage.The cap ship will last 52 seconds, during which it will have done 5200 damage, so technically a win for the cap ship.
If you have 1000 dps incoming damage.The frigates will last 15 seconds, doing ~750 damage before dying.The cap ship will last 7 seconds, doing 700 damage before dying.
This is the main reason why it stops being economic to build cap ships. I think the fix needs to be more "economic" or "utility" based in nature than "give them more hitpoints", since that will make them insanely powerful at lower fleet levels, while still resulting in their near instant destruction for large battles. Instead I'd suggest one or more of the following:
Again, the entire list is a "pick and choose". If you implemented everything on this list, cap ships would be seriously out of whack, so don't critique it on that assumption.
The other thing they could do is make it so its strong agaist everything except other caps and heavy crusers. But this needs to be something at the higher levels where the HC are acutlly in the game.
You mean something like give it an armor type which offers greater reduction vs. most frigates.... That is already in the game i'm afraid. Doesn't seem to have had the desired effect.
I thought I would add my own opinion. I don't play multiplayer (at least not with anyone who is all that good) but this issue kind of troubles me as well, because I love the RPG aspect of this game involving the Capital ships. Someone posted a very good suggestion and that was to have relics discovered on planets equiped by capital ships. Things like influence bonuses, shield/weapon/hull improvements as well as pluses to Capital ship abilites. This would enhance the RPG aspect of the game and further make the Capital ship the center of the game, which I believe it should be.
My other suggestion is to make support ships assigned to particular ships. For example, make your hull repair frigates assigned to your capital ships so that they save their Antimatter for the Capital ship they are assigned to. For instance, I usally play with 2 dunlov ships together. Have repair frigates assigned to them so they are that much tougher to take out. The way it works now is that they don't really stick to your capital ships, they will use their abilities on anyone in the area, allowing your capital ship to perish.
Remember, the real problem here is not the capital ship or the resources consumed. The problem is that the game has such a large maximum ship population. Lowering this cap would fix the problem. This is not a solution that anyone particularly wants. As a result, large armies do an insane amount of damage before your ships even set up. You really can't do much about this. I think an approach that tries to improve the interface to correct this problem (ie, useful ship formations for support ships) is the best way to alleviate it.
Thanks for all the replies, guys.
I think about this whole issue again, and this is my several newly discovered points on this issue.
1) The number of capital ships are always small in the first place. In current system, it is virtually impossible to build a multiple cap ships unless you completely give up your main forces (frigates, cruisers) and effiency.
2) This means that capital ships are very valuable targets all the time, always causing inevitable focus fire on them.
3) Even with shield mitigation and extra HP, these actually only delay what is inevitable.
The crucial point is that the whole game system actually discourage people from building multiple capital ships, the reasons are, again.....
1) Costwise, they are ineffective in terms of DPS, hp, etc.
-> The cost for capital cap research gets insane.
2) Taks too much time to build and level up
-> Mostly it is all bout level up. There is currently no way to make level 6 ships with safety. And we have some racial imbalance here as well (Advent having better access to this)
Now, we need to understand, that capital ships are intended to be supportive role, never be for main force. So devs give them some cool abilities for that. BUT.....
1) Sometimes the abilities of the capital ships are just not worth at all anyway.
2) We already have a bunch of support ships, some of which have just plain better than those of any capital ships available (subverters, observers' spammable repair, guardian's repulse,)
3) There are many ways to halt/disable capital ships from using the abilities, and since the number of capital ships are few, it is just plain easiler than doing same thing with a massive number of subverters.
4) Some of the abilities are hardly 'supportive' role, rather they are for direct assault (i.e. many of TEC's)
In the end the abilities are just not worhful enough in late game.
I think, the idea of making the capital ships as support ships is flawed. And it needs to be changed to making them more direct and more dominiative.
I think your right, it needs some improvement. It should be like trying to take down a tank with a 22 pistol. Its just not going to happen. Even if you had a 100 22s the tank is still going to be there.
Also the just don't deal enoght damage. The planet seigeing is the one thing they do that seems right for what they are. The fleet should be to support the flagship but in this game the flagship is there to support the fleet.
In games like D&D, level increase is to make each player "survivalble", but in sins, leveling up a cap ship does little to make it survive mid to late game, and so I kind'a shrug my shoulders about getting more cap ships in late game. They do nothing "extra" after lvl 6 anyway, and it seems just as easy to pop a level 6 cap ship, as a lvl 10 one. When my cap gains a level after 6, I just say to myself "gee, 2 more seconds of life in the next battle". If Caps are meant to be support ships, then they just have to have more survivability; more hitpoints/shields, not more weapons.
With Entrenchment comming out, if the new "Missle Cruisers" (that do huge amounts of damage to large buildings) could also do huge damage to Cap ships too (who are as big or bigger than most orbital buildings) then that would be a viable counter: Cap ships could have much higher hitpoints/sheilds at lvl 7-10, but Missle Crisers could still pop/counter them.
After thinking about maybe its better to just leave the caps alone. Just imrpove on the rest of the fleet.
Lets take a stirk craft for example Bombers can rip heavies to shreads and also caps. Thats fine. Lets just change the fighter a bit. Make it so that fighters to so little damage that if you had 50 sqauds of fighters unless they had other strike craft you would just be wasting your time.
Now lets say you took nothing but bombers in say 50 bombers sqauds and he say 18 fighter sqauds.
Your bombers are screwed. Now lets say your have 25 of bombers and 25 fighters. He has 25 fighters and now 25 bombers. Now its even fight. You need those fighters to defend your bombers. Now at the same time lets say you have 25 and 25 and he has 25 fighters and 40 bombers. Okay you can't kill all his bombers but thats where our flak comes in. You still have to deal with the flack.
So now the strike craft is a very effect weapon but it has to get past all the anti strike craft screens in order to do its mission. I think thats pretty much how the game is set up now but maybe we can tweak it a bit.
Okay now we need to fix the focus fire issue. I think there is nothing wrong with the idea that a bunch of ships can focus fire on a cap and kill it. Thats not the problem. It just needs to be made harder to do that. You can focus on a cap and kill it but it means you loose your fleet in the process. Thats how it needs to be. Say you have 30 ships and he has 20. Your focus and kill his cap, but because you did not fight the other 20 ships you lost most of your say now your down to 5. So he sends 5 after you remaining 5 and they kill each other he sends his 15 after you cap and your dead. All he lost was a cap and 5 ships, you lost your whole fleet.
I am not sure how they could fix it so it works like that but thats my idea.
really, I believe mitigation is designed for just that. deep down, it is inefficient from a dmg inflicting point of view to focus large amounts of firepower on a single ship or cap ship. it will in time reach a mitigation level of 60%, and as such, for a short while, 60% of your dmg will be wasted (actually, rather 40%, since iirc all ships have a base mitigation of 20%). since its so short, it does not really make a big difference, but if values were a bit different, then that tactic could come to cost you dearly if the opponent instead distributes his damage among your smaller crafts, keeps mitigation low and destroys several in the process.
the end result is or should be the same as you proposed: focus fire is still possible and to a degree viable. it would after all be nonsense to make ships so powerful that even a continued, massed attempt would not bring them down. but it would come at the cost of not doing as much dmg vs other ships. I'd say that if capships survived even pretty heavy assault for some 30 - 40 seconds, I would think twice before commiting so much firepower to taking them out.
lets not forget: a lot of people said they basically don't use them at all, at least not in the later stages of the game, for all the mentioned reasons. and isnt that a waste? 5 units per race wasted and rarely seen, because their cost appartently do not justify their benefits? for me this is a fairly clear indicator that something is wrong.
Yeah, I guess that is something else to consider. I don't know what they can do to fix it, but as you have said there is something wrong if no one is using them.
They should up the mitigation and shield restore rate. Cap ship armor should be 25% more effective at everything. They should deal frigate-crushing damage at least with their frontal weapons. When my Egg arrives in a gravity well I dont want the enemy to go "Fool! Focus on that ship!" I want him to go "CRAP! FOCUS ON THAT SHIP!!"
They should be feared as a mighty force on the battlefield.
Yes, thats how it should be. But as some one else noted, it should be the forward weapons that should be feared, or in the case of some of the tec ships the broad side weapons would be something to avoid.
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