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.
Could you add a gameplay setting that hides the battle predictions if checked? They reduce the risk I'm willing to take because I have a good guess as to what the outcome will be. I'd prefer to have to try and figure out if I can take an enemy fleet on by checking the combat rating.
So just a few thoughts:
I am thinking we should move hard counter stuff into the special mods area. This would require a lot of tech tree changes but I think it's time to do that. I just don't think Point Defense is worthy of having its own called out stat on every UI.
When I designed some of this stuff I was a lot younger and dumber. Well, younger. And when it comes to warfare, whether we are talking Bronze age or Space Age, there are really only 3 things you can do about an attack:
1. Evade it (ideally)
2. Mitigate the damage you get (Armor)
3. Find a way to deflect it (shields).
Everything else should fall under a special case so that we're not limiting our options on weapons and defenses in the future.
The GC4 series is really in its infancy. I want to see this game develop such that there's a full own military industrial complex designing lots of different options to deal with different types of threats and write the AI to focus on those as well.
Anyone who keeps up on things like the development of aricraft or tanks or even aircraft carriers will have a good understanding of what we are looking to do.
I will clarify the language slightly.
1) Avoid the damage entirely (evasion)2) Reduce the damage through a never ending source (armor)3) Reduce the damage through a depletable source (shields).
now of course there are various flavors of those mechanics. For example armor right now removes a certain amount of damage, it could remove a % of damage as another option (not saying that's a good option just noting the design space). You could also have "reflection" type mechanics, where damage mitigated is rebounded back on the attacker. You can also have a defense that stops a lot of damage initially, but then provides a trickle of protection later (this would be regenerating shields, or HP repair type mechanics).One potential problem with armor the way its written right now, its extremely penalizing to weapon generalization.
Lets say I have Ship X vs Ship Y. Ship Y was 10 armor.Ship X has 10 laser. On average, Ship Y will absorb 5 damage per round.
Now take Ship Z with 5 laser and 5 missile. On average, Ship Y will absorb 10 damage per round (because armor is checked with each attack barrage).This means it is very unoptimal to put multiple weapon types on a ship against anything with even half-way decent armor, which I think is the opposite of what your going for. You want ships with lots of variations, not a system where every ship has to go with 1 weapon type to feel effective.
One other food for thought. For a long time now we have had a system where I can pile on as many weapons and as much armor as the ship can hold. With the though of possibility removing or changing point defense, you could consider moving some weapons/armor into a more "special module" type function.
Example: What if Missiles and Kinetics were your main weapons, and shields/armor your main defenses. Again you can pile them on as much as you want. Armor is best against kinetics, shields best against missiles.
The laser then becomes a specialty weapon module that does "something cool", maybe it can burn away a ship's armor value with each strike, or something something.
Or maybe laser is your main weapon, and missiles become a specialty module for that "out of combat barrage ability".
This would let you focus on balance from a narrower range, using the 3rd option to provide more specialty and "interesting" tactics, leaving the other 2 as your workhorse components.
Frogboy,
You forgot #4 point defense shoot arrows, catapults, bullets at those attacking you. Landmines, Claymore mines, punji stakes, Smoke screens are all modern PD for land warfare. Anti aircraft guns/ missiles as pd against aircraft.
Conversely the only real defense against kinetics is evasion as any ship hit by a rock coming at a significant % of the speed of light is going to know it has been nudged if it survives.
Speaking of Kinetics because dropping a big rock on a planet is exactly what mammals did to clear earth of the Dinosaurs so they could take over, there should be no ground invasions. They should either surrender or die once their orbital defense is neutralize. No officer who wanted to make it home to his loved ones is going to order a ground invasion, to do so would be the quickest way to doing an EVA without a suit I know of.
Just my 4 cents worth on the invasion subject.
On other idea, what if shields was a "fleet wide defense" only. Aka the shield value of all ships was added together into 1 big shield, basically a "fleet HP" value?Right now, defenses are local, the only way to ensure a ship gets to benefit from a defense is either:
1) For that ship to have it2) To use combat roles to ensure that ship is never targetted.
But of course that last one only works so well. But if shields were a fleet resource, you can always ensure every ship benefits from teh protection. Now in this model shields would likely be weaker than armor in terms of bang for your buck....but again with armor the protection is totally lost if the wrong ship is targetted, but with shields they always have value....that's the trade off you pay for.
Strategically then, if you can optimize your role types against an enemy fleet, than high armor on the right ship would provide you the greatest benefit. Otherwise, a high shield fleet ensures a certain standard level of protection that is good against a variety of fleets, never as optimized as an armor fleet can be, but never as vulnerable either.
Hard counters being special mods sounds good to me. I wonder if there's a way to get the math to work out in such a way that defenses do counter certain weapons better.
Just going down this rabbit hole you might be able to get things to work out in this order. First I would balance out the comparative damage per phase by increasing the damage of both missiles and beams. CDP shouldn't be exact and kinetics should still have the highest CDP as this calculation doesn't factor in range. This leaves missiles with the highest damage output and beams in a middle ground. Right now beams and missiles get one volley before being in range of kinetics where they are decimated.
Comparative Damage per Phase (CDP) = Accuracy*Damage/(Mass*Reload)
Using your explanations of defenses above we can now see how they will stack against different weapon types.
Evade vs :
Kinetic: Because kinetic in low damage, evade is far more likely to trigger against this option.
Beam: Evade would be second best against beams due to beams higher damage output
Missile: The high damage output of missiles rarely can be evaded so evade tends not to work against missiles
Deflect works pretty well against all forms of damage acting as kind of a middle ground just absorbing incoming damage until they reach zero. While not specialized it also tends to be the weakest form of damage mitigation because at some point it will fail and the ship will take all the damage.
For mitigating damage I would create a rule set saying:
If (incoming damage) > (armor) then roll a number between 0-(armor) reduce incoming damage by that roll.
If (incoming damage) < (armor) then roll a number between 1-(incoming damage/X) reduce incoming damage to that roll. X is probably a number between one and two.
Basically some amount of damage will always get through with this rule set. This means you could set it up such that:
Mitigate vs :
Kinetic: Because kinetic has the highest fire rate it will do consistent damage to the enemy fleet and be the strongest against armor overall.
Beam: Mitigate would be second best against beams due to the decent fire rate on beam weapons
Missile: Armor negates most of missiles power if the armor has a higher rating than the missiles because if reduces their damage so much.
I can't tell you how excited I am to hear this! I am a huge fan of military history having followed it for a long time. My only suggestion is make sure their are multiple viable endgame strategies so that carriers and cruiser spam don't become the only options available.
When it comes the the A.I, I would suggest the ability to save player loadout templates that the A.I. can then access and use. In my games when I've left ship designs available to an A.I. they almost always choose to build my designs over their own. For example I built a ship called the Sea Lord when I played the Torian's awhile back. During one of my recent games before the last update, the A.I. built a bunch of Sea Lords rather than the ships they designed. They had a few of them, but the A.I. seemed to think that ship was better overall and it did perform better in combat from what I could tell.
Sea Lord Loadout:
My suggestion is in a future DLC add a option that will save the loadout as well storing it in a place the A.I. can access and use it for their ships.
Better yet have this occur whenever the player designs a ship. The more ships loadouts the player puts together the more the A.I. has access to. It is my assumption here the the A.I. would have an easier time choosing a loadout that fits what it needs over trying to design its own. I could be mistaken though.
In discord we discussed how currently kinetic weapons dominate ship battles. I've found missiles and beams to have little use outside their barrage functions. I think this is in large part due to the fact missiles and beams have relatively low damage output compared to kinetic weapons as shown below.
An interesting question in the context of this game is how to make weapons relevant?
In an FPS a shotgun is good in close quarters but not very useful in an open field. A sniper is the opposite of that. If I was developing an FPS it is easy to know which weapons I'm designing around based on how I layout the map.
GalCiv combat and space in general is different. There isn't really a map layout unless you're in nebulae or asteroid fields. It really creates a difficult problem to make each weapon feel useful and not allow one to dominate the encounters. I've thought about how I would do it and here's two ideas I came up with:
1. Go For Balance: In this case you would attempt to get the weapons closer to a balanced state by increasing the CDP of missiles and beams significantly. In this case I would still keep their CDP below kinetics, because they get the first volley's and have the barrage function, but this would make sure they're still functional in combat. Kinetics should still be the top weapon choice for ship to ship combat.
Then focus on making the ship classes feel different and placing the emphasis of combat in fleet composition and construction rather than what weapons they're fielding. This would be my preferred option overall.
2. Right Weapon for the Right Job: In this case the player is attempting to pick weapons for the job they can do and each new Tier of the weapon improves or adds to that weapons capability to do a job.
Current CDP of each weapon type. (I think plasma pods is supposed to have a higher CDP than disruptor banks, but currently it doesn't.)
I'm only accounting for weapons that don't use special materials in this graph.
This is how I think I would go about making weapons useful for the right jobs. Either give them special perks that just tell the player how they should function (easy) or make the math work out such that the weapons are better in certain cases (harder)
An example of this is missiles. They already shoot first out of any weapon so we can lean into that initial volley and make it count by increasing the amount of damage they do in each higher tier.
Tier One: These missiles are really only useful for they're barrage function and not much else.
Tier Two: These missiles are somewhat functional in combat, able to destroy most unshielded fighters with two missiles
Tier Three: These missiles are functional in combat, able to destroy most unshielded targets with their initial damage output, but slow reload will leave them sitting ducks if most of the targets survived by using shielding or evasion. You might even further slow their reload just to make sure they get one volley before having to wait.
Tier Four: Same as Tier 3 except with more power.
The CDP graph would look something more like this:
The large jump from 1 to 2 gives it the ability to destroy unshielded fighters, and the large jump from tier 2 to 3 allows it to destroy almost any unshielded target. This could be done by either increasing the damage of each tier dramatically. I used 2, 6, 20, 30 for each tier in my graph. Or you could add a perk that if enemy target is unshielded then this weapon gets +200% damage to that ship.
For beams I would lean into their high accuracy committing them to a fighter, bomber, frigate, and destroyer removal system. They almost always land their shots, but it will take them a long time to whittle through the high health and defenses of cruisers, battleships, and dreadnoughts. They would still need a boost to their damage output so they could do damage to those targets, but not so much that they can eat into the larger ships.
For kinetics they would struggle to hit anything smaller than a cruiser late game relegating them to more of a broadside cannon role in the end game.
Anyway I'd enjoy some more conversation on how other people think weapons should function. This is the month they're planning to do a lot of that work based on the roadmap and discord comments.
I had one more idea I wanted to throw out here.
A ship ability called Weapon Scale
Basically this would function as a modifier to ship weapons and a way to build out and distinguish more ship classes.
The cannons carried by battleships were much larger than those carried by cruisers and frigates. This modifier would help represent that.
You could do something like a small, medium, and large system.
Small: Weapons stay about the same
Medium: Increases the cooldown of weapons, but increased damage and range. Small and tiny ships receive a slight evasion bonus against these weapons.
Large: Large increase to the cooldown of weapons, but a large increase to damage and range. Small and tiny ships receive a substantial evasion bonus against these weapons, and medium ships receive a slight bonus.
This let's you do something like splitting tiny ships into 3 roles: Fighter, Bomber, and Muti-role each class using Small, Medium, and Large weapons respectively.
You could also limit Multi-role class to specific civilizations by making them unlock them in the culture screen
A possible guiding principle for the combat system might be that a small weapon can't hurt a strong defense. As Asimov put it, "a shield that could take a Q-beam without working up radiation."
This suggests that a given defense can absorb most of the damage from each attacking weapon, if the weapon's damage is below a given level. Even many small attacks just wouldn't do much; each one would mostly just bounce off. It would be like a fleet of destroyers attacking a battleship with their guns; their shells just aren't strong enough to penetrate.
So the best weapons against heavily defended ships would be ones with high damage per attack. They would get that in trade-off of having a long cool-down – missiles, in other words. (Or large scale weapons, as Halicide suggests.)
But as you advance up the tech tree, and get more powerful weapons, even a kinetic weapon, which starts out with small damage per attack, could get strong enough per attack to get past an obsolete defense.
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