Greetings. I’m making use of two particular threads as background for this one:
https://forums.galciv4.com/518716
Feedback on the new weapon system and class system » Forum Post by Halicide (galciv4.com)
I say designed because it’s not actually working correctly. But here is how it is supposed to work:
Weapons have 4 primary characteristics:
Potential Damage
Range
Cooldown
Accuracy
Weapon type
Base Accuracy
Notes
Missiles [explosives]
4500KM
9s
50%
Fire first but infrequently
Beams [energy]
1500KM
3s
90%
Fire second, more frequently and always hit.
Kinetic [mass]
500KM
1s
75%
Fire last but very frequently and usually hit.
Ion [Future]
Pulse [Future]
Exotic [Future]
To hit: Weapon rolls a 100sided die from 1 to 100. If it’s lower than the modified accuracy (base accuracy - target evasion roll) it hits.
Each type of defense has its pros and cons as well.
Defense type
Effect
Point-Defense
First line of defense. Rolls between 0 and its rating. If it is higher than the incoming attack then nothing gets in. Otherwise, it all gets in.
Shields
Second line of defense. Damage coming in is absorbed by shileds until it reaches 0 and then passes it on to Armor.
Armor
Armor mitigates damage. It rolls its value against the incoming damage. What isn’t mitigated goes to the hull (HP damage).
These are soft mechanics. They’re more realistic but you can’t really make a strategic ounter like you could in previous GalCiv games where if a race focused on beam weapons you could counter it by focusing on shields which blocked beam.
Now, keep in mind, different weapon systems require researching up the tech tree for them. A civilization is almost never going to be equally good at all of them. Rather than a rock-paper-scissors system, I’d rather see counters involve ship designs that make use of something that targets a particular class of weapon.
Ship classes are intended to setup the rules for the ship – order of attack as well as set up buffs. These are just the combat ones not including the Terror Star.
We haven’t exposed a lot of this to the UI because it’s still a work in progress.
Ship Class
Hull Type
Logistics
Rules (order of target)
Buffs
Fighter
Tiny
1
Fighter,Bomber,Dread, BS,Cruiser,Destroyer,Frigate
Evasion +50%
Bomber [not in yet]
Dreadnought,Battleship,Cruiser,Destroyer,Frigate,Bomber,Fighter
Frigate
Small
2
Frigate,Destroyer,Cruiser,Battlecruiser,Battleship,Dreadnought
Evasion +25%
Destroyer [not in yet]
Bomber,Fighter,Frigate,Cruiser,Battlesip,Dreadnought
Cruiser
Medium
4
Cruiser,Battlesip,Dreadnought,Destroyer,Frigate,Bomber,Fighter
Battleship
Large
6
Battleship,Dreadnought,Cruiser,Destroyer,Frigate,Bomber,Fighter
Evasion - 25%
Dreadnought
Huge
12
Dreadnought,Battlesip,Cruiser,Destroyer,Frigate,Bomber,Fighter
Evasion -50%
Evasion, like Accuracy, is a dice roll.
But as you can see here, a mass of Dreadnoughts won’t do so well against a giant fleet of bombers.
If we can’t communicate this nuance to the player, it doesn’t matter. That’s why we’re putting in so much time to iterate on this new system. It’s going to take quite a few tries before we can communicate this system to the player.
And THIS is why people used to like to join early access projects like this. Before early access got turned into a demo or a bug testing thing. Here we (you and us) can try out different things until we like what we get.
Wow, talk about pulling back the curtain. Can't wait to see this in action.
I'm glad Stardock is so willing to allow us to have input into the game. I'm a lifelong fan because of this and the ship designer.
Couple ideas though I'm not sure about feasibility. When I offer numbers, they're guesses. I'd need to separate the battle system from the game and run a couple thousand battles to graph how these would actually function.
Ion: Medium fire rate, medium range low attack potential, medium accuracy. If this weapon does damage resets the cooldown on enemy ships weapons. This would absolutely devastate ships using weapons with long cooldown times. Ion would act as more of a defense than a weapon.
Pulse: You could add a function that varies the cooldown time. 3s charge and then a rapid succession of three of 1s shots. Low damage potential, 75% accuracy, and medium mass.
The strategic use of these weapons is to act as anti-air for capital ships. I would bump kinetics to 3s and beam to 5s, making this the fastest firing in succession weapon. Capital ships in the past spent all of their firepower on single ships. Destroying them, but then needing to wait to fire again. This would allow the capital ship to target lock a new ship as soon as it is destroyed even mid pulse.
Exotic: Slow fire rate, 10-20% chance to hit (this can't be modified by evasion), extremely high damage potential (one hit can destroy a battleship but not a dreadnought), high mass, low range. This weapon could be limited to battleships and dreadnoughts only due to the extreme mass of the weapon. It functions as a capital ship killer. You want to stop a battleship or dreadnought, this will do that at the cost of other weapons and defenses leaving you vulnerable to smaller ships.
I love this, and how it really shows that player feedback has been genuinely taken into account regarding combat!
Personally, I'll deal with having to wait for any of the bugs to shake out. Knowing this is the direction combat is going is incredibly exciting!!!
I've always been a great believer in ship specialization as a doctrine, pros and cons considered. I love the possibilities here!
First, thank you for pulling back the curtain on some of these mechanics. Now we can actually have a debate!
Why? So its clear that dreadnoughts will take more damage per attack on average because they will be hit more often, but there is nothing that suggets that bombers get any special bonuses here (do they get some accuracy bonus against dreadnoughts?)
Or do you mean its the fact that bombers attack dreadnoughts first in orders, so if I have a dreadnought versus dreadnought with bombers, the dreadnoughts will fire at each other while the bombers go to town?
Ok so lets dig in. The first problem:
As long as combats are long, the variances of different weapons give way to average.
In other words, the longer your combats, the more all those variance weapon stats simply become a DPR standin.
Take range, if combat was usually resolved in a few rounds, ok firing first could be a massive advantage. But past the early battles, that rarely happens, and so range is almost an afterthought, its a tiny bonus at the beginning of a fight, but then the weapons "real DPR" is what shines through.
So I question what the purpose of range is other than a way to obfuscate the damage. Now I think the idea of letting missiles be the only weapon that can "artillery barrage" outside of combat is a viable niche, and I talked in the other thread how you could highlight that as the reason to go missiles (aka missiles: terrible in combat, great as a softener. Missile fleets exist to soften up enemies while you use other fleets to block for them an ensure they don't get into combat, as they will get shredded. that's one niche you could go with them.)
Weapons versus Defense, is there really a difference?
Ok lets check some examples. I am going to make up some damage numbers but ultimately our check here is to see if the defenses do respond differently to the different weapon types.
Lets assume a DPSM (damage per second - mass) for Kinetics of 100 for a nice easy number to work with. So for our example, that's.
Kinetic
Mass: 1Accuracy: .75Speed: 1 shot per secDamage: 133.33DPSM: 133.33 * .75 / 1 mass / 1 sec = 100now lets make missiles do equivalent DPSM
MissilesMass: 1Accuracy: .5Speed: 1 shot per 9 secDamage: 1,800DPSM: X * .5 / 1 mass / 9 sec = 100
So for our first example, lets look a two cruisers firing at each other (so no evasion to worry about). Both have a point defense of 20 lets say. One cruiser has missiles the other has kinetics. Does either one have an advantage over the other?
Based on Frogboy's post here is my understanding of the mechanic (absolutely needs confirmation)
So the kinetic weapon will hit 65% of the time factoring in the point defense (I am using simulations rather than pure math theory, so the number may be slightly off but its a million runs so should be pretty accurate).
So the new DPRM: 133.33 * .65 / 1 mass / 1 sec = 86.6645
Missile
The new accuracy is now 40%
New DPRM: 1,800 * .4 / 1 mass / 9 sec = 80
So it does look like the point defense does have a slight advantage over the less accurate missiles, about 8% more damage.
Just to take it up a step further, lets try a point defense of 60 (which is higher than the missile accuracy but not quite as high as kinetic). Lets see if we get a big difference this time.
Kinetic: 45% accuracyDPRM: 59.9985 (43.5% more damage)
Missile: 20.9% accuracyDPRM: 41.8
So we can see that the gap does widen as point defense numbers go up. This also means that the lower a ship's base accuracy is, the more point defense will assist.
Conclusion
Ok that's a good first sign, we are seeing how point defense is better against missiles than kinetics. Its not as stark as the old system, but it does exist. Now lets try armor in our next example
We will use our previous example, and now try armor. Again this is how I understand the mechanic:
So lets look at our previous example numbers.
The simulation is a little trickier, but will simulate 900 seconds of firing. So 900 shots for the kinetic, 100 shots for the missiles.
Kinetic (on average): 73116 Damage / 900 seconds = 81.24 DPSMMissile (on average): 88729 Damage / 900 seconds = 98.58 DPSM
So in this scenario we can see that a slower, harder hitting weapon can be more effective against armor.
So we can see that the defenses are more effective against some weapons rather than others, so there is a least a "soft counter". However, its not as intense as the previous version (whereas a defense was cut down by the square root in effectiveness against improper weapons).
Now as far as communication goes, the simplest way to communicate all of this to the player is..... DPS numbers.
Ideally what I would be able to have is a combat estimator, where I could take a fleet, highlight another fleet, and bring up something that says "Effective DPS Dealt: X, Effective DPS Taken: Y". The DPS is my fleet weapons factoring in number accuracy, cooldown, compared to the enemy's evasion, defenses, etc etc. In effect the system would do a little "pre-battle simulation" to determine how good my fleet looks to hold up against the enemy.
That to me is the absolute key to this. As long as your going to have all of these fiddly numbers, especially once you add all 3 defenses together and add in ship types for targetting, etc you can't reasonably expect a player to have a clue how their fleet will fare. The only way that works is to use the machine to help, crunch the numbers in the background for a simulated combat, and then provide the user those results when they hover over the enemy fleet. That way they will have a reasonably good understanding of how their fleet stacks up, even if they don't understand all the things under the hood that got them to that point.
Now if you want to get slick, if you want to get really cool.... what you could do is build a combat designer for the player. Basically I could take an enemy fleet and make a command to "go to the simulator".
That becomes the enemy fleet, and then I have the ability to create fleets against that enemy. I could try different designs, mix and match ship types, etc, etc, and then run simulations against that enemy fleet to see how it fares. Aka I can spend the time to try and build a counter against an enemy fleet should I want to. This is a great strategic tool that players can use to look for counters against enemy fleets.
....
I personally prefer the current vague idea of combat outcome pre-battle, as I find the idea of accurately knowing detailed combat performance characteristics without any form of intelligence gathering to be immersion breaking. In my mind it risks destroying replayability value (ironically shortening the time for combat to be "solved", which was your issue in another post) depending on its accuracy and usefulness. The knowledge that targeting AI RNG has an outsized impact on a battle, or added randomness like individual ship performance RNG (maybe fluffed as pilot competence) between ships would reduce this risk. A more involved ship design process, giving you more to tinker with, and more variables (like relative positioning of components and form factor of the ship), would also increase replayability for me, but probably doesn't add enough to the core experience of GC4 to be worth the dev time.
I love your simulation idea, with the above caveats regarding the risks of demolishing replayability; maybe it could have a cost, perhaps a built project costing exotic resources? One of the extra benefits of this idea is that stardock could then make a version accessible from the menu, and it'd help players test / break / abuse the combat mechanics and so improve the test / fix / patch cycle for combat during early access. If they could make a simple, replayable, stand-alone combat combat simulator, we'd know the combat was *chefs kiss*.
My suspicion is that adding a tiny degree of player control (and therefore AI civ randomness) to targeting priorities for each fleet would nudge the emergent result enough to be hugely replayable and deep without altering many mechanics. Combat balancing would stay as a mathematical / AI problem, with the desired amount of variability in each combat (both player induced variability and natural variability) being controllable via the types of targeting nudges you allow the player to have access to, and the stability / instability of the targeting system.
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Many techs currently appear to provide flat bonuses to armour, to shields, to point defence, that affect every ship equally. Is that the case, or am I misreading things? The weapon bonuses only affect weapon modules, but the defensive ones appear to affect everything. The flat bonuses to weapons may already be messing up the mass/damage payoff of weapon modules, but combat's obscure enough atm that I can't tell.
If defensive mitigation techs do just affect every ship the same, it generally immunises every ship, even one with no survivability upgrades added, to incoming damage. I've experienced this phenomena in several play throughs, meaning pirates and precursors quickly become irrelevant. I didn't use many frigates in those plays, just cruisers and experienced flagships, hence me being unsure of whether it's an issue - sorry if this isn't how it works! If defensive techs add percentage bonuses, and are hull / component / module based, they affect specialised ships more, have a proportional affect on different hull sizes, and make ship design in general more impactful.
Any chance we could get a “sandbox” selection in the main menu? You could create a ship or fleet based on what ever designs you have and you could test it against what ever existing designs of the particular race you choose is using.
DPS is generally a good way to show weapon stats. I came up with something similar that also to into account mass and accuracy. The problem is DPS ignores a lot of the stats.
On the subject of an easy to understand interface I had a couple ideas. The first one is the one I proposed in my own thread. Basically it's a cooler version of a bar graph. It would act as a way to determine how the fleet was built. Each weapon and ship would have a rating for what kind of enemy ship size it is good against. The red arrows get bigger if the fleet is good against that ship type. I would organize by ship size because they look distinctive, but you could feasibly do this with ship class as well.
In the case above I have 4 cruisers in the fleet. Based on Frogboy's list above cruisers will go after cruisers thus the red arrow will be the largest. This would be followed by the large and huge arrows being the next largest, with the small and tiny arrows being the smallest.
A more sophisticated option to show the same information is to have a spiderweb diagram popup to the side of the information above. I'm struggling to find an online creator so I'll just show some examples:
Now the cruiser example above should look something like this:
(This was made using MS paint, it looks bad but gets the point across)
Basically if the point is closer to a ship size that fleet will do better against said ship size. You could in theory use ship class instead of size and use a heptagon. I think that doing that would limit possible design space for the possibility of future classes, but it would work.
This graph could also be affected by weapons being carried by each ship.
Kinetic being short range and fast firing probably make them most effective against tiny and small ships.
Beams land in the middle so I'm not sure they really have a use against certain ship sizes. Would need to test this to find out.
Long range will probably be most effective against larger ships. You can get more shots in before they reach you.
Not related to battle directly but please implement a system to retrofit older designs to new designs, at a discount from building a new ship. Maybe have it available only on the systems were there is a Shipyard.
Ok lets talk range for a moment, and more importantly, tactical speed.
I've already made the case that I think range should probably be dropped, but if we are determined to keep it in, than its best to make it as clear and useful a tool as possible.
First, we drop the notion of distances, that doesn't mean a thing to a player. Instead, we change everything in the game to combat rounds.
Distance and Cooldowns -> Combat Round
A Range of 1 means: "This weapon starts firing on combat round 1". Whereas range 3 means "I don't start firing until combat round 3".
Further, we do this with cooldowns as well. A cooldown of 1 means "I fire in every combat round". A cooldown of 3 means "I fire, then fire again 3 rounds later.
So taking our current weapons, this is what it looks like:
Kinetics: Range 9, Cooldown: 1Laser: Range 3, Cooldown: 3Missile: Range 1, Cooldown: 9
Now put out in round form, it looks like this:
Round1: Missile Fires23: Laser Fires4:5:6: Laser Fires789: Missile Fires, Laser Fires, Kinetic Fires10: Kinetic Fires11: Kinetic Fires12: Kinetic Fires, Laser Fires
Speeding Up Missiles
I believe (correct me if I'm wrong) that missiles have a slower travel time than lasers and kinetics. And I can respect the rationale why, but again its just another layer of obfuscation that makes the range seems more impressive than it actually is. So we make it that when a weapon fires on round X, it hits on Round X. On the viewer its fine for them to travel slower for looks, but mechanically they are all hitting when they fire.
Removing some Clutter
Now we drop tactical speed. It sounds cool but all it really does is shorten the distance, which is just a small piece of the actual combat. Its not worth having a whole new mechanic dedicated to it, as its not effective enough to care about (distance is barely important enough to care about). So its gone.
Next we drop weapon cooldown adjustments. This one will likely be more controversial, but I think its good for consistency. We already have plenty of other levers to pull, and by keeping the cooldowns consistent we keep our nice clean round firing chart. If you want to add more damage, just making the weapons smaller or deal more damage, or XYZ.
We need to recognize that every new mechanic makes the obfuscation problem that much worse, so every mechanic needs to justify itself. We can already bump DPS (which is the thing that really matters) in a number of other ways, so we don't need to further make adjustments there.
Range v2
Now here is the way I actually would like range to go.
All weapons have the exact same range in tactical combat, no difference. However, we add in the following option.
Missile: Artillery Barrage (4) - Fire 4 attacks of missiles when you use a barrage attack.Laser: Artillery Barrage (2) - Fire 2 attacks of laser when you use a barrage attack.Kinetics (no barrage).
So again the idea is to make missiles the premier strategic bombardment tool. They aren't great in combat, but they are wonderful at softening up targets. Lasers can do it but they aren't great, and kinetics its not even an option. This makes range a much more tangible tool, now missiles have a REAL range advantage, something that a player can work with. Then in combat, you don't have to worry about that, its all about their damage and cooldown, one less thing to calculate.
I don't think range (and therefore tactical speed) is meaningless at the moment, and I think that even if it was, it'd be easy to make it meaningful; range, weapon firing arcs, and tactical speed are three of the ways you can ensure your weapons have no downtime, and three of the levers you can pull that affect your ship's ability to spend the maximum amount of time targeting what they want to. When you have the kind of emergent combat system they're going for here, these small variables can have quite the impact so long as the ranges, firing arcs and manoeuvrability of ships are well tuned.
To be honest, if they simplified combat too much, it'd really turn me off, as the promise of interesting combat mechanics is one of the draws for me. If combat was simplified and turn based, I'd expect to be able to fight combats manually, and have meaningful choices to make in combat turn by turn, which would involve a LOT of dev work in a different way. As it is, the promise is that fleet composition matters, and that there are enough degrees of freedom in designing ships and fielding them that it's meaningful. If combat is too simplified and becomes a mere vehicle for illustrating that your building up of industrial capacity / tech / resources sufficiently outstrips the AI, I'm less interested in a 3.5X game when there are other 4X games out there with great combat.
One other thing that would be nice is designable Military Starbases, so I can have a long range missile bombardment Military Starbase chipping away at invading fleets, or a chunky defensive pile of HP protecting my colonies and buffing any fleet in the same battle.
While firing arcs are realistic and would provide a fun element to ship design it's probably too in depth for this game.
I think range and tactical speed are important to leave in. Especially if you bring thrusters back in that boost tactical speed.
Being able to get certain ship classes in range sooner will be extremely important to defend larger ships like dreadnoughts.
In each case, we always have to communicate very clearly to the player what is happening but at the same time not overwhelm them with data. This is what makes this so difficult.
In general, I feel better about the weapon systems than I am feeling about the defense system designs.
As the saying goes "a picture is worth a thousand words".
In this case I sincerely believe that there are too many numbers to communicate what is going on to the player effectively. Having them sift through the numbers will create a lot of complaints about how it's too difficult to figure out strategy. For the record I want to see that complexity added to the game. Don't give up.
I would seriously consider using a graph that gives the player a high level overview of what is going on. The graph may not always be exactly correct, which should be okay as long as it provides the most important and useful basic information about the fleet.
Then if players want to sift through numbers for a better understanding they can do so.
In the case of defenses, I understand it's hard to communicate how they affect the battle outcome.
You could use the fancy bar graph with the arrows I mentioned above. Then if the player clicks on the fleet to veiw details on the right side could be 2 spiderweb diagrams one showing the weapon composition of the fleet and the other showing the defense composition of the fleet.
Now the player can get a high level overview of weapons and defenses they're dealing with. After the the player really just needs so understand how these weapons and defenses will affect gameplay which can be communicated mostly through description of the weapons.
If carrier modules will remain in the game I wouldn't make them complicated this time around (Maybe in a future expansion you could add custom loadouts for carrier modules)
I would suggest two modules.
Fighter Carrier Module: Provides 2 fighters that have a mixture of the highest non special kinetic or beam weapon and the highest non special shields or point defense.
Bomber Carrier Module: Provides 2 bombers that have a mixture of the highest non special missile or beam weapon and the highest non special shields or armor.
Part of the problem here, as I see it (as a writer and Air Force Vet) is the misappropriation of words & terms. Point Defense, for example, exists specifically a counter to missiles. That is a concept that anyone can understand if they are familiar with the term "point defense" in even a cursory way. The idea that PD would stop a kinetic or beam attack plays against people's expectations and existing knowledge. It would be like going into a restaurant and ordering a pizza, only to receive a hamburger with pepperoni as an additional topping. By misappropriating terms and/or creating new definitions for them, you are making it more difficult for players (new and old alike) to grasp the system. Part of way people begin to understand complex systems is by relying upon shared terms and knowledge. If we use the word "Shield" then we're setting an expectation for what that mechanic does, and that can help players grasp the system faster.
So that's one problem. Another problem is that (thus far) I see no way for the player to control target priority. Range & positioning are two of the most important facets of battle, and yet this system seems to either negate, ignore, or misuse them.
If it were me, I'd be looking at adjusting the combat in a way that factored in player expectations for common terms (like range, fire rate, Point Defense, Shields, etc.) as well as a system that could reasonably translate these common terms into efficient dice rolls. Because at the end of the day, that's what this all boils down to: dice rolls.
I see above the argument that Range should be removed. I could see that if and only if players had a lot more control over target priority (which could then effectively stand in for range and work as a simulation of it), from both an offensive and defensive perspective. Part of the fun of GC3 was building diverse fleets to take advantage of the targeting priority - to build smarter fleets than the AI, so we could ensure our glass cannons weren't getting pummeled. It was possible to build ships into "roles" - tank, support, glass cannon, etc. Escorts were targeted first, and knowing that allowed us to build our own defensive escort packages, as well as understanding how our own offensive-minded ships would attack. If target prioritization is either uncontrollable by the player, or simply to complex to be of any strategic use, then monolithic fleets will become the order of the day. And that will be boring.
The one Idea I do like in here is how shields and armor work, which appears to work more or less like it does everywhere else. Shields absorb damage until they reach zero, then damage is passed on to armor. The nice thing about that system is it's easily understood by nearly everyone and it lends itself nicely to tech, like shield recharge, recharge rate, nanite armor regrowth, etc.
The bugaboo is missiles. As an offensive weapon, fine. They work like beams and kinetics. Hit the shield until it's zero, then hit the armor. I'd like to see point defense only affect missiles, as it would make sense, but it don't know that there's any kind of impetus from the devs or the players to see things implemented that way.
But anyway, that's not the biggest problem. The biggest problems, to me, are range and target priority. If it were me, I might be inclined to try something like this:
First, allow players to assign roles to ship hulls. Hull is completely different from role, and however players want to do it should be up to them, to grant them the freedom to experiment. And how I'd start off is something like this:
Each side of combat has five zones:
Support(5) => Artillery(4) => Guard(3) => Intercept(2) => Assault(1) || Assault <= Intercept <= Guard <= Artillery <= Support
A ship is assigned one of those five roles, thus placing it in that "zone" during combat. This defines the ships targeting behavior and has the nice side effect of being easily represented with a number in code (5,4,3,2,1). It also works as a stand-in for range.
Assault ships attack anything in zones 1 (on each side) and zone 2 (on their own side)
Intercept role attacks anything in zone 2, 3 and 4 on its own side.
Guards attack anything in zones 3 & 4 on their own side.
Supports are ignored. They are the last thing attacked by any role.
With a system like this you don't need any actual ranges, and the concept of Tactical Speed then becomes a facility for moving from one zone to the next. Fighters would have the highest tactical speed, so they could conceptually have the best chance of moving from zone 1 to 4, but they're also the smallest and most easily destroyed. Advancing from one zone to the next could simply be a matter of rolling dice for evasion and tactical speed.
Players and AI could then be free to build ships and fleets as smartly or dumbly as they wanted. Sure, go ahead and put a bunch of glass cannon missile ships in zone 1 with the Assault role, and watch them die right away. Or, give them the Artillery role and let them sit in the back, protected by the rest of the fleet.
Large ships with poor tactical speed wouldn't be able to advance due to the glut of ships in zones 1-3, but if they clear the field then it's easy pickings.
I'm sure there are a lot of potential problems with this sort of design, but I think it also lends well to this particular game and the need for things to be condensed into dice rolls. The problems could probably be worked through. Meanwhile, it seems like there's potential (for the player especially) to build some interesting and functionally diverse fleets.
Because the way I see it, the two most interesting aspects to combat - the two things that can make it complex or simple - is range/positioning & target priority. If you remove those two elements, then you greatly simplify the combat. It's just going to come down to shields being drained until armor comes into play, and weapons that do various DPS. Ship diversity, and in fact fleet diversity, will not be necessary (nor preferred). At that point, you'll just want to build the most robust ships you can with the highest DPS weapons package possible and then slam them together in monolithic fleets. And like I said above: You can do that, but it will be boring.
As for how to show it to the user: Someone above said a picture is worth a thousand words. A 5-zone screen on each side of the battlefield showing how each ship is progressing each round - what its position is, who it's firing at, whether those hits are landing - all of that could be shown in a simple turn-based manner to the player. It would be easy to grasp and understand. Right from the first turn of battle, you'd see where all your ships are positioned, so you'd know: I have 3 ships in the Assault zone 1, and 2 ships in Intercept zone, and 3 ships in Guardian zone with beam weapons, and 2 glass cannons in the Artillery zone with missiles, and a support ship in back. Bang. Easy peasy. Watching the battle progress - watching the ships move through the zones - would be kinda fun. It would be like watching a time-lapse of Civ/Old World/Desperados. Hell, I bet that would be really addicting to watch.
-CF
Well, I'm having trouble reading the new fleet cards. What does a combat rating of 13 mean? Do I have good weapons and good defense? I find that a good mix of weapons and defense is usually required, so a single rating is misleading to me. I used to be able to take a quick look at the attack types, defense types, and hit points.
Though the numbers can be a bit odd for me since I like having high hit points and high repair speed instead of any traditional form of GalCiv defense types.
Yeah, the single number can be misleading, but the basic premise is do I have a higher rating than the enemy fleet. If I do, I'll probably win. Then it's just looking how much larger your rating is by comparison.
I have read this thread with interest, and so far have the following observation.If players are not able to control their ships in a battle then primarily it is the game's management that ultimately will determine how effective ships are and what weapon systems, etc. are the most efficient. A simple example, there is little point in designing a ship that is suppose to engage at a distance, when the game runs battles in such a way that it hurls the opposing fleets at each other and that ship will only get one shot off before the opposition gets to close range and begins to make multiple attacks. So perhaps some consideration should be given to what the Devs have devised as the battle management.
I agree with the sentiment that PD should be restricted to missile defense. I wonder if having damage to shields and armor vary based on specific beam, missile, and kinetic weapon types would add interesting strategic decisions. It certainly would make a weapon tech discovery more exciting and loudout decisions more significant than simply opting for the latest in a linear series.
This is what Stellaris does, and its necessary if one wants to add a strategic layer to the combat. Otherwise, the offense and defense are all the same. If every weapon just "does damage" and every defense (except PD) just "absorbs damage" then what will happen is players will figure out the optimal defense and offense in short order, and design all their ships that way.
Considering Kinetic Weapons have the greatest rate of fire and Shields recharge, the meta will probably be those two things. It will be unwise to research multiple defense types - since Shields and Armor are basically the same (with shields getting the nod thanks to recharging) then it wouldn't make any sense to research both. One might as well research all the way down a single tree for the greatest defense-to-weight ratio. Same with weapons. Since there is no functional difference between a Beam and a Kinetic - they just 'do damage' - then rate of fire becomes king. Kinetics win. This would be different if range actually mattered (and could be maintained by individual ships in a fleet, like in Stellaris) and/or if weapons actually did different damage to different defense types (again, like Stellaris, where Kinetic weapons do more damage to shields and Energy weapons do more damage to Armor and Hull).
But, since the weapons here don't do any of that - they just do flat damage to flat defenses - then there's no reason to worry about choosing more than one weapon and one defense.
Sorry to say it, but the rock/paper/scissors system was actually elegant and did force players branch out along the research tree and trade for tech they wouldn't otherwise research, because they needed to counter their enemies. This system here is overly simplistic. The only way to make it more interesting is to go full Stellaris with it, or go back to R/P/S. Where it stands right now, it's gonna be boring as soon as everyone figures out the meta.
At least with the old R/P/S system, every galaxy - every play through the game - would be different. Sometimes Missiles ruled the galaxy. Sometimes it was Kinetics. Sometimes it was Beams, because Elerium was abundant, or whatever. Here? Just figure out the meta and make every ship the same.
Food for thought while Laser/phaser type weapons would be immune to most Point Defense.
Anti-missile-missiles and Kinetics could be effective against both missile and kinetic weapons.
Anti missiles could have a decent chance at blowing up both as would a rapid-fire Kinetic weapon.
Also I believe Chaff would disperse some of a light weapons power.
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