Kinetic: 2 phase reload, short range, 50% accuracy, 1 mass. CDP= 1.25Beam: 4 phase reload, medium range, 100% accuracy, 2 mass. CDP= 0.625
Defense Systems
Armor: Mitigates damage, high mass, high rating. Armor is interesting because it has a chance to mitigate some of the damage. When it triggers, armor will mitigate some of the incoming damage. If the incoming damage is 3 it can mitigate between 1-3 of the damage even if you have an armor rating of 40. However if you only had an armor rating of 1, you could only block up to 1 damage.Shield: Absorbs damage, low mass, low rating. When shields trigger, they will absorb damage up to your shields rating, or weapon damage, whichever is lower. This would imply they're much more useful than armor however they also seem to trigger a lot less often so they may not actually prevent more damage.Point Defense: Evades damage, medium mass, medium rating. As far as I can tell these modify the accuracy of enemy weapons reducing their chance to hit and allow the ship to evade all damage.
Class System
Feedback
1. The weapons system is great, although missiles might need a slight buff in the future. I haven't played with them enough yet to say whether that is the case. I really like the changes as they make each weapon type unique.
2. I like the concept behind each of the revamped defense systems. Absorb, mitigate, and evade are great concepts each coming with their own versatile uses. Example: Point defenses are probably less effective against beam weapons because of beam weapons high accuracy. I would really appreciate a little more information about what each defense is doing in either the description of the defense, or hovering the cursor over the defense stat on the ship stat block.
3. For the ship class system I don't find each class distinct enough. They play very similarly as before and strategies haven't really changed with the inclusion of the current system. Carrier swarms are still extremely effective vs large and huge ships, and cruisers play very similar to how medium ships worked in the past. I could be overlooking something, as I haven't run hundred of battles to gather statistics.
4. Having the targeting priority is a great change. It's not as intuitive as I would like, but if it stays that way, I'll figure it out.
Suggestions (These are just making changes to the current system)
S1. Reduce the damage done by fighters to large and huge hull ships by 50-90%. This would nerf carrier fleets and make fighters act more as escorts. Larger ships can be used as something that isn't a carrier.
S2. Replace frigate class with a destroyer class. Buff the destroyer to that it is the go to for destroying large capital ships like dreadnought and the battleship. Set the fighter to target destroyers and other fighters first.
S3. Cruiser, battleship, and dreadnought could all use a little more distinction. Maybe make cruisers weak against dreadnoughts, battleships good against battleships and dreadnoughts, dreadnoughts for taking on cruisers, and battleships.
Radical Suggestions (These are adding classes, or overhauling some systems)
RS1. Change the targeting system to set priority based on ship size. To me this makes targeting much more intuitive for the player. Most of the ship building is based around ship size. Most battles are fought with tiny ships at the front on to huge ships in the back.
RS2. Split each class into 2 classes for a total of 10 while keeping them unique.
Some ideas:
- Fighter and Bomber classes one for taking out small ships, and one for larger ships. You could decrease the bombers tactical speed.
- Gunship and Destroyer classes. Gunships could add to siege bonus and destroyers take on larger ships.
- Cruiser and Corvette classes. Cruisers are generally a good all rounder and corvettes to take out fighters, bombers, and destroyers.
- Battleship and Battlecruiser classes. Battleships generally take on battleships, battlecruisers, and dreadnoughts. Battlecruisers are faster and generally focus on medium ships.
- Dreadnought and Superweapon class. Dreadnoughts generally are best against medium and large ships. Superweapon would be almost solely to take on other huge ships and struggle to hit anything else.
I saw someone discuss how the new system is too difficult because they can't look at it and determine how to react to the enemy ships in a recent forum post. I wanted to offer another idea on my Radical Suggestions I posed above.
One problem with splitting the ships into 10 classes and focusing on targeting by ship size is the how this would affect players understanding, especially new player understanding of how combat works. How would they know what fleets are good at what?
A slider could solve this problem.
Mockup:
Basically the slider swings in favor of which ever the fleet is most effective at targeting. If you have a bunch of fighters, the fleet is most effective at targeting tiny and small so the arrow swings that way. If it were full of bombers the arrow lands more to the large and huge section of the slider.
Now as a player, I have a better understanding of what kind of fleet I should build in order to counter what my enemy is doing. Even better you could to an size visualization to get an even better understanding.
In this system the size or color of the arrows above would be changed to represent what the fleet was focused. The slider has the problem if I combined a bomber and fighter fleet the arrow would land on medium giving the player the false impression that the fleet was focused on medium. This system would provide no doubt as to how the fleet has been composed. Now in the example above the arrows on huge and tiny would be larger than the rest immediately indicating to the player and A.I. what the fleet was good against huge and tiny ships.
More thoughts here: GalCiv IV Supernova - The Combat System Discussion » Forum Post by Frogboy (galciv4.com)
Will do.
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