Some ideas for give more deep to the fight without change the combat system.
===================
For differenciate defense and attack in ground combats :
Add a *Soldiering defensor* and a *soldiering invader* tag for techs.
Example :
I add "a Phasor handgun" tech, with *Soldiering* tag => Both Defensor and Invader grab the bonus.
I add a "Plasma bomb" tech, with *Soldiering Invader* => Only Invader grab the bonus.
I add a "National Guard" tech, with *Soldiering defensor* => Only Defensor grab the bonus (because send the poor National Guard do an Army job in another country is only stupid. Nuff said).
=> Can open the door for new tech, new improvements, new strategies.
===================
As i say in another post :
If i understand well, the math of the defense is (def x 100%)+(def x 33%)+(def x 33%).
I propose to replace these percentages by the content of a new tags, call them "useagainst_X" contained in the definition of the weapon.
Example, for the Miniballs, you can have that :
*useagainst_armor*100*/useagainst_armor*
*useagainst_shield*80*/useagainst_shield*
*useagainst_pd*0*/useagainst_pd*
And the new math for the Miniballs is now :
(def_armor x 100%)+(def_shield x 80%)+(def_pd x 0%).
===================
I don't think 6 littles missiles do more damages than 1 big missiles. In RL, they have only more chance to hit.
I propose to add this chance to hit.
Add, for each weapon, a *chancetohit* tag. It can be 0 to 5. 0 = Little but fast weapon, as laser <> 5= Heavy and slow weapon, perhaps Black hole gun ?
Before the damage dice, the attacking computer use this formula to hit :
1d6 + chancetohit.
If the resultat is < than the hull size of the target, the target is hit.
Size of ships : tiny=3, small=4, medium=5, large=6, huge=7,starbase/cargo=8
Examples :
- A class 0 weapon has a 1-6 (1d6+0) for hit. Can hit a Tiny ship on 1-3 (1/2 chance).
- The same weapon can hit a Medium ship on 1-5.
- A classe 2 weapon has 3-8 (1d6+2) for hit. Can hit a Tiny ship on 3 (only one chance on 6 !)
And a classe 3, 4 or 5 weapon can't hit a Tiny ship : Can you hope hit a fighter with a 400" gun ?
=> Littles weapons have more chance to hit, but we can mod big weapons with more damages.
=> Big ship have more chance to be hit, and little ship have an use in later games.
=> More ideas for techs : Normal plasma gun, Fast plasma gun, Heavy plasma gun ? In the other hand, After find the harpoon tech, you maybe want a bigger missile with more damages ? Or want you the same missile in a multi-laucher pod (same damages but better *chancetohit*) ?
===================
Add tags for the planetay improvments as thoses of the military starbase, for help orbital ship.
For the moment, defenses ships are doomed, because you need more sheep for defend each planet than create a fleet for pick the planet you wish. Yes, "sheep". Because a fleet or two can defend easily a lot of planet with a LOT less ships.
===================
Put you ideas here.