Maybe it's just me, but it seems like missiles are the best due to high dmg and the long range attack ability. kinetic seems to be worst because it's got the high cost of missiles, the low dmg of beams, and doesnt equal up to the other 2 until you've done a lot of research and gotten a lot of thullium.
Does anyone else have a good stratagy for using the other weapon types first? i know yor get kinetic boost, and some commander ships increase certain fleet attacks, but beyond that is everyone finding missile to just be the best?
Either way, is this something people care about?
yes, yes it will.
i think that might be cool, maybe just have it work against the base repair though, so repair ships are still worth it and the onyx can still heal when they need to. and yeah, like tid said, being able to leave a tracker with beams and/or increase sensors for ships with beams would be a good, fun unique thing for them i think.
I wonder if it would be cool if kinetic attacks disabled repair for a time?
No.
I thought I saw (but probably misinterpreted) kinetic weapons being more effective against stations than ships and I thought that was a good idea, even if that wasn't what was actually happening. I recall missile ranged attacks having zero effect on stations which is fine too, even if not terribly realistic.
What would be cool is if you would tell us what the mechanics actually were so that we could spend our time playing the game instead of trying to reverse engineer what you have done.
That is the type of creative thinking that would make each weapon more interesting. Here are my suggestions:
Missiles keep their current ranged attack ability
When in doubt, simplify.
was just thinking maybe beams can use their "good accuracy" to target engines and reduce the movement speed of any ships they attack but don't destroy
and if onyx wasn't effected by the repair debuff that would actually work out well too because synthetic life all get +10% kinetic attack, so it would balance it well if silicon-based life wasn't effected by the kinetic debuff.
yeah, the more i think about it the more i really like the idea of kinetic stopping base repair for a bit and beams slowing down opponents for a turn or 2.
people could have fun new tactics like using cheap beam scoutships that can slow down the enemy, and maybe throw a 25% chance to escape battle thruster on there so the ship can still survive after slowing down an enemy fleet, giving your fleets a better chance to intercept them, or giving you more time to gather a fleet and prepare defenses for an oncoming invasion. def a very good defensive tactic.
the kinetic base repair debuff would be a perfect offensive tool to counter the beam's good defense. if base repair is affected by being in your territory and being stantioned somewhere, then the kinetic weapon debuff would be more effective when you're in enemy territory because it would take away their extra defensive repair.
this would give offensive and defensive players a weapon type that focuses on what they each want to do, which should make things more fun for them both will still be good offensive and defensively, but they'll each have that little extra boost towards playstyle that might make things more fun
IMHO this would be nearly impossible to balance or build AI for and would require way more playtesting than Stardock is willing to invest in.
I like the idea, but repair isn't going to make-or-break between multiple rounds of battle. Healing 4hp or not isn't going to swing a huge series of fleet battles. Which is why I settled on the idea of armor (ie defense) shred instead - because losing defense between rounds of battle could/would.
I actually like/liked having missiles special be ranged attack and beam/kinetic getting something different. The only reason I brought up the "everyone gets a ranged thing" was because Frog was leaning toward this as his pref. (or at least that was my impression from his discord off-the-cuff comments (he's busy enough that I don't expect him to be hyper-specific when he swings through)).
I personally like my original idea better where missile gets ranged, beam gets sensor, kinetic gets armor shred. Where each weapon type gets a different thing that's useful situationally for higher-level playstyles, but if these abilities can be completely ignored by less intensive players with no loss of game function/enjoyment.
I'm looking fwd to see what you guys do with all of this. I don't envy attempting to balance the strong player emotions tied up in this.
hahah
-tid242
edit: "sensor" is the appropriate term vs vision
Although *vision. If beam attack greater than some % ship HP at build, maybe beam weapons get tag attribute also.
thing about armor shred is defenses are already kinda not good enough. making them worse isnt the way to go i think. it would just make no one use armor, and would be useless against ships that arent using armor. i like the idea of combining your sensor tag debuff with a movement debuff too btw. smokey broken engines for a couple turns for the record i think i would really like the armor shred idea if the defense system was changed though
Well, I would have to predict that the defense system will be changed so that it'll be a terrible idea to go into a fight without appropriate defenses. The days of it being better to build no defense vs defense are numbered (because why do defenses exist if it's not worth it to have them?).
As Derek mentioned, off-brand defense has already been reduced from 50% to 10% (which is lower than the hard-defense system of GC2 where it was square-root).
Cumulative armor shred would be vicious in such scenarios - however would be contingent on fighting long wars of attrition. Both Missiles and Beams (under what I was brainstorming) would counterplay by attempting to out-manuver and hit & run tactics.
I hope they move to a hard-counter defense mechanic, vs the 'extra hp' mechanic. The ship HP bump indicates this direction, if you think about it.
How about give all weapons on-map range attacks with attack ranges and damage varying by weapon type, similar to how it is in instanced combat today? Give the player an option for on-map combat similar to Civ V and VI and Gladius. Would that take much better advantage of ship movement, space terrain, etc?
this is actually prob what the devs are planning. (range is equal for all weapon types in battle now though btw)
the thing i dont like about it though is it just keeps the trend they've been doing lately of just making all the weapon types the same. they already equalized range, accuracy, and rate of fire. i think making all the weapon types the same takes away from the fun of the game. weapon types that each enhance different playstyles would be more fun for lots of ppl i think.
I think adding more on map abilities to weapons is not a good idea. It's detracting from the actual battles.
+1
I agree with this sentiment.
And I suspect that's why people are more interested in missiles having a ranged attack be "their thing", with beams & kinetic getting something different.
+1I agree with this sentiment.And I suspect that's why people are more interested in missiles having a ranged attack be "their thing", with beams & kinetic getting something different.
well with defenses not being used very much, and range & accuracy being equalized, and ship roles having no info and being too confusing for most people to understand to actually take seriously, and the game coming out soon, i'm not really seeing many other options in terms of ways to make the weapon types more fun...
any kind of in-combat stuff like debuffs or chance to stun or changing the defenses so that they're useful but not op, or anything like that is prob going to be way too much for them to actually want to change at this point. there's just not enough time and def not enough interest to commit that many resources to combat it seems. i mean they weren't even going to include a battle viewer until they got a lot of complaints about that... obviously combat is not a big concern with this game when you see how little they've changed it and how much simpler it is than gal civ 3. the out of combat time it takes to conquer a world and the out of combat ranged missile attack are new, but is there anything new with the actual combat? except for it being more simple than in gal civ 3 with range, accuracy, and rate of fire being equalized for all weapon types in combat?
Combat and the various strategies involved in optimizing it (what ship or star base I build, what kind of layout I use, which modules is most optimal, what combat research do I go after in my current situation, how do I use it all in my grand strategy, how do I counter my enemies move, etc.) is an important part of the genre for a lot of players. There's so much potential for fun there, its worth taking the time to make it interesting while not over simplifying it or over complicate things. It would be a shame to not get this right.
i really think range, accuracy, dodge, and maybe even something crazy like crit chance would go a long way in making combat more fun for people when combined with having ship roles that actually make sense.
i mean some things currently in the game are just insane when u think about it... like the fact that i have the same chance with a huge ship to hit another huge ship as i do to hit a tiny fighter, with every weapon type. exact same % chance. this is contrary to every movie and show i've ever seen and everything i know about combat tactics and war. as long as the changes are intuitive, like giving tiny ships better accuracy and dodge, it should be pretty easy for people to understand the basics of how a more complex combat system would work. just make it make sense
We're all just shooting from the hip here. If Stardock would tell us what the current mechanic is, it would be a lot easier for us to propose an improved mechanic. There are some good ideas in this thread, but the ideas are all over the place and there is no telling which if any are compatible with the existing mechanic.
totally. it's all a mystery. and if some changes like in my above post were added it would be a lot easier to add stuff to the weapon types to make them more unique and fun, as well as with different ship sizes and roles. there's just not much currently to work with...
I also see no evidence that Stardock wants our input on low-level mechanical details. The lack of feedback is frustrating. If they were to tell me to stay in my lane and tell me what that lane is, I would comply. It makes me wonder why I'm even here. Perhaps I really need to step away for awhile.
No sense in getting too worked up about it, it is just a game after all. !!
hah
For me, the only suggestion I have pulls back focus a bit- keep the relatively rock/paper/scissors relationship- perhaps even simplify it and focus it. BUT two things:
1: TIE weapon types even more strongly to their particular resources required to build them. Only weaker versions require no special resources.
2: The counter defense for each weapon type is NOT tied to the same resource as it is now (Elerium for lasers/shields) but to another.
Lasers and Armor (Anti Kinetics): Elerium
Missiles and Shields (Anti laser): Antimatter
Kinetics and Flak (Anti Missile): Durantium
or put another way:
Laser/Shields: Elerium/Antimatter
Missile/Flak: Antimatter/Durantium
Kinetics/Armor: Durantium/Elerium
This would bring the strategic world of the game down into the tactical outfitting of your ships, and allow you to read the map (resources which race has) and make tactical plans based on your strategic situation.
I'm thinking that definitively changing the tactical combat itself is a near impossible task without losing the strategic input Brad clearly wants tactical combat to have been derived from.
here's a couple ideas i posted earlier that i thought would help while keeping spirit of the weapon/defense system pretty much intact, where everything has counters, but with more diversity while making defenses more useful than they seem to be atm.
https://www.galciv4.com/article/510780/how-fleet-tacticssetup-would-be-enhanced-under-a-new-weapondef-system
https://www.galciv4.com/article/510955/ideas-to-help-make-every-ship-role-useful
If Stardock is smart, they will, like Tynan did with Rimworld, expose as much of this as possible to XML and allow us to mod the living daylights out of it. that would make me very happy.
Edit:
I know we can right now (GC3), but just keep it that way.
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