Reducing Luck in Ship Combat

And Improving Defense Too

I feel that too much luck in any game but gambling makes for a worse experience. It takes away the skill that is necessary to win in a game and instead, replaces it with simple chance. You won this or loss that because you got a good or bad roll, not because of anything that you could control and as a result, it dumbs down the game. I'm not saying that there shouldn't be any randomness at all, but there should be enough that you can get a good idea of what will happen without ridiculous values occuring often.

Well, enough of my theorycraft. The point i'm trying to make is that ship combat is too random. As i understand it now, both offense and defense roll numbers from 0 to whatever their value is with all numbers having the same probability of getting chosen. Although this seems like a pretty good system, in practice, it doesn't always work well. Highly expensive ships, with 200+ defense and ~80 life can easily get totaled by a slightly larger number of smaller, high attack ships.

How does this happen? Lets say there are 4, 100 attack ships with no defense and little life. From before, the 200 defense, 50 attack and 80 life ship. Although the 200 defense sounds like it could easily handle puny 100 attacks, it really doesn't. Remember again that you roll from 0 to X? That means that you could just as easily roll a 0 defense as you could a 100 or 200. But you say that those 100 attack ships could just as easily roll a 0 as well, so it balances out. Yes that is true, but remember, there are 4 of them. That is key, because that means they get 4 rolls instead of 1.

Because of this, there is a much higher chance that at least one of these ships will get a high attack roll in a round, doing a lot of damage. All the big ship has to do is get a low defense roll during one round, very likely and it will probably die or take huge damage. Since it can only kill one small ship a round, the remaining ones will continue to pound on it until it dies. Even with double the amount of defense, the larger ship will still probably lose to the smaller ones. If you don't believe me, use the fleet simulator.

Now my suggestion, to improve defense in general and to remove random chance in ship combat, all you have to do is roll offense or defense a # of times, add the values you get and then divide by that # again. So with the previous example, each of the attacking ships would roll from 0-100 lets say, 3 times. Those rolls would be added and then divided by 3. The remaining number would be rounded up or down and become the final roll and then the rest of the fleet would do the same. The defending ship would also do the same, (the sum of 0-200 X 3)/3 rounded up or down.

Using this method, you would get a much stronger chance of hitting numbers in the center, rather then those on the edge. The graph of the distribution would be closer to normal and you could expect much more consistent results instead of them being all over the place as they are now. Increasing the # of rolls would cause even more central deviation and reduce "luck" further while decreasing it will do the opposite.

If we use this model on the first example, the squadron of fighters would probably lose instead of winning. They would almost always score hits of 40-60 while the cruiser would get rolls of 80-120 on its defense, negatating the damage as doubling the defense obviously should. You can still hit the minimum or maximum damage/defense and the edges of the distributions but there would be less chance, depending on the # of rolls determined earlier (more rolls, less deviation from center). This way, you can rely on defense to actually defend your ship and not be a waste against a number of smaller ships.

The bottom line to this method is that it would reduce the frequency of ridiculous rolls like 0, when you have over 200+ defense on a ship, and get bad beats simply because of bad luck.

I believe there was also another post very similar to this one a small while back. Anyway, thanks for reading my thread. Feel free to make your own suggestions.
18,480 views 28 replies
Reply #1 Top
Well, I think the idea is that you prepare and position your ships/fleets in such a way as to give yourself the best chance of winning each battle. That's where the skill comes in. Does this mean you also feel combat in other turn-based games lacks some skill? (attack/defense rolls in the Civs, damage/to-hit/evasion rolls in MOO2, damage/to-hit rolls in tactical games like Jagged Alliance and Silent Storm).

I don't completely disagree with you here, I think the damage a ship can do in GalCiv2 is a bit wide for my taste as well (I've lost entire fleets of high-defense ships in a single round due to me getting very bad rolls and the computer getting all very good ones, not unlike a verteran phalanx beating a battleship in Civ2). I might like it better myself, if a ship did a fixed amount of damage depending on its weapons, but it only did that damage during a round if it won some comparison between its attack and the enemy's defense. With lower, fixed damage, hit points would make a larger difference. It would also make fleet success probabilities a heck of a lot easier to calculate and with more accurate results.
Reply #2 Top
I never have a problem with random ship combat, as long as you design good enough ships and use good enough tactics, you can easily dominate the enemy, even if you have 10 good ships and the enemy has 100 better ships, tactics on the map prevail.
Reply #3 Top
Each module should roll individually. If you have 10 zero point armours you should roll between 0 and 9, 10 times. This is alot fairer than rolling than 0 to 90 once.
Reply #4 Top
Why shouldn't a big cruiser lose to a fleet of well-armed fighters? Weapons are generally more efficient when compared to defenses, but fleets beat both. If a single fighter was able to truimph against a much better-equiped battleship most of the time, there might be a problem, but the battleship will usually win one-on-one.

Your example, by the way, is somewhat misleading - if each fighter has 100 attack, wouldn't they have a combined military score greater than that of the battleship? The battleship might be considered to have more overall HP, but such a comparison is largely irrelevant because it will need at least 4 turns to destroy all of the fighters, whereas the fighters might (though it is unlikely) destroy it in one turn (but even then, it will probably take out at least 1 fighter). In the game, fleets are supposed to beat both superior weapons and superior defenses - a mob of primitive tribal villagers wielding rocks would probably be able to overpower a tank, and the same concept is applied here.

Of course, adding even 1 more battleship into the equation would probably tip the scales to the battleship side ...

Edit - Yes, rolling for each individual module would be more fair, or even allowing different modules to target different ships (but that strays too far into tactical territory :/). We can only hope that would be implemented at a later date ...
Reply #5 Top
The HMS Hood, perhaps the most powerful battleship of it's time, was destroyed by a single lucky hit on a weak point in it's armour...
Reply #6 Top
I dont got that problem cause i always got better ships than the ai and always in fleets. The ai just got alot more -.-
But i got to agree. there is too much luck when such powerful ships come into play. Rolling for each component would be the bst solution i think.
Reply #7 Top
Each module should roll individually. If you have 10 zero point armours you should roll between 0 and 9, 10 times. This is alot fairer than rolling than 0 to 90 once.


Well actualy. The first method will favor the middle numbers since they have a higher probablity (heres some of the math).
chance of rolling a 0. 1/10 per roll (10 numbers 0,1,2,3,4,5,6,7,8,9). 10 Rolls need to roll 0. Since there independant 1/10 ^10 = 1 / (10^10). Same chance of rolling a 90. Now the chance of rolling a 1 is alot higher. So lets just say it happens on the first try 1,0,0,0,0,0,0,0,0. Right same chance as before. But now that 1 can be in any of those 9 slots. So there is now 9 different ways so its 10/(10^10) (10 spots for the 1 to be in). Well this gets higher and higher the closer the number becomes to 45 because the total different ways of rolling this number. Just look at 2. 2,0,0,0,0,0,0,0 right so just like before 9/(10^10) + the chance that number being expressed as ones. 1,1,0,0,0,0,0,0,0,0 etc. The closer you get to 45 the more ways that number has being expressed. Also if N is the number you pick to find the chance of getting it 90-N has the same chance of getting it since it has the same amount of ways of being expressed (89, 9,9,9,9,9,9,9,9,9,8, or that 8 being in any of the other 9 spots.)
Why the 0-90 has an equal chance of rolling any number.
Reply #8 Top
Thats the whole point in rolling for each component. the numbers on the edges will be less frequently. the combat less random which was what the writer had in mind when writing. he just called it more fair.   
Reply #9 Top
While I don't see it as a major issue, it would be nice if combat actually used some statistically sound mathematics. You know, bell curves and stuff.
Reply #10 Top
The HMS Hood, perhaps the most powerful battleship of it's time, was destroyed by a single lucky hit on a weak point in it's armour...



Exactly! Luck is life, life is luck.
Reply #11 Top
I have found that fleets of tiny fighters to be the best punch for the money. I will have 3-4 classes of fighters built each based on a different attack. I have tried using larger ships, but the small fighters seem to out fight and take less damage then any other class. Its partly because of the logistics built into the game. If I have a 17 logistics value I can have 8 fighters in a fleet. Each tiny ship only uses 2 logistic points. The small ships are also easy to upgrade all at once. I will have missle, beam, mass driver based fighters, each are easily upgraded to the other techs as needed.

If I am at war with an empire that uses missles and ecm on its defenders I will upgrade to a beam attack with ecm defense. I can have twice the number of ships in the battle and not waste attacks on ships already destroyed. Each fighter will target a surviving ship and not waste attacks. When I see the readout at the end of the battle I have inflicted 5-10 times the damage the enemy did. The only way that a large ship can match this is to have each weapon target only surviving ships, instead of the salvo attack that happens now.
Reply #12 Top
When I see the readout at the end of the battle I have inflicted 5-10 times the damage the enemy did.


You know that you opponent didnt got a chance anyway and you may have as well used large ships.
Reply #13 Top
If I am at war with an empire that uses missles and ecm on its defenders I will upgrade to a beam attack with ecm defense.

I use a similar strategy (and think that tiny fighter are too powerful right now), but why bother with defenses? In mid- and lategame, it's a matter of being missed or killed for them anyway, I prefer to put as many weapons and engines on them as possible, a few points of defense don't make much of a difference at 10 hitpoints or less, I think.
Reply #14 Top
Luck had little to do with the Hood's demise. The ship had some fairly decisive flaws.
Reply #15 Top
Luck had little to do with the Hood's demise. The ship had some fairly decisive flaws.


Like a gaping hole in it's hull? Actually I remember reading up on it a while ago. Wasn't the Hood spending all of its time on tour around the world ("Hey look at our spiffy battleship!") and as a result, its armor never got upgraded (to the point where it was using wood on the part of the deck that got hit)?
Reply #16 Top
Luck had little to do with the Hood's demise. The ship had some fairly decisive flaws.



Well what do you think the defence-roll represents? Anyway, look, don't read too much into an analogy... or an abstract linear representation of combat, come to that. As long as it's applied equally to both sides, then it's fine.
Reply #17 Top
It's not a matter of what the defence roll represents, but how it represents it. Basically, if you were to graph the results of a significant number of rolls, you'd find the values would ultimately form a straight line across the graph. What's being said here is that the graphed plots should produce a normal distribution, aka bell curve.

If you want a scary wall of jargon with fancy graphs, I'd suggest looking up the Wikipedia article regarding the subject.
Reply #18 Top
Looking back at my original post, I realize now that I ended up arguing the wrong thing. The main problem that I see in ship combat goes along with the example I posted previously. Fleets of high attack ships will easily win against larger ships, with more balanced attack and defense. Although the variation and randomness of defense, aka. “the luck factor” does participate in giving the capital ships a disadvantage; I feel now that my original solution will not fix the heart of the problem.

So first of all, what exactly is the issue?

The problem is that a decent number of smaller ships will consistently beat any capital ships on a price to price basis. As long as their attack rating is almost on par with whatever-ship-your-attacking's defense, you will get the advantage. In other words, there isn't any point in building larger ships or using defense. They will only get beaten by a smaller number of much cheaper, stronger fighters. I really just can't see anyway where "no defense, all offense fighters" will lose in any situation, whether the opposing ships are balanced or all defense or otherwise. Once again, use the fleet simulator to prove this to yourself.

Why does this happen?

Because defense sucks. Honestly, just looking at the stats, I can’t help but feel it is gimped. The only advantage is that you can research it quicker and it usually takes up less space. Everything else seems to be against it. Armor is not only much more expensive but it also does not match weapons in effectiveness at higher levels.

Ultimate Invulnerability
Cost: 140 MP
Size: 3
Absorption: 9

Door Ray
Cost: 150 MP
Size: 10
Damage: 22


I just don’t see how this is fair, I’m sorry. It will take at least 3x Invulnerability to be of any use against the Doom Ray, but it will cost nearly 3x as much. Keep in mind that armor does not even really do its job well. It’s simply too random when against multiple opponents. Even with double the defense, you still will likely lose. Also keep in mind that it really does not matter if that capital ship is in a fleet in not. You will still lose on a price basis. Also keep in mind that a researched armor is only effective against one weapon in the game, while a researched weapon is effective against two. Also keep in mind that armor will not kill an enemy, you need to invest in weapons too.

I believe that a lot of tech balancing changes were made in 1.1. Some of them were good (Nano Rippers). However, some were bad (Armor). It was completely nerfed all across the board; defense used to be much, much cheaper and was actually a good investment back then. I don’t understand why these changes were made. Was armor that overpowered that it required a tripling of cost? Perhaps some of you that played 1.0 can comment.

Honestly, I can understand that armor still has its niche uses. But it is not doing its job effectively and is not anywhere on par with weapons. I believe this really needs to be changed. Once again, armor was a lot better back in 1.0 and I simply don’t understand why 1.1 messed it up.
Reply #19 Top
I fully agree, Infoceptor.

I cannot provide any in-depth mathematical proofs, but I tried several strategies and came to the personal conclusion that the most cost-efficient way to beat an enemy with the same tech level is to build lots and lots of tiny fighters with one or two engines and nothing but weapons in the remaining slots. The randomness in the combat system weakens the effect of defense measures that much that they don't seem to be efficient in the long run.

An example (and I hope my memory serves me right):
My fleet of 21 tiny ships (logistics 42) with two hyper warp drives and missile attack 75 (full mini + shrinker) going against a more or less balanced fleet of the AI with 6-8 ships going from medium to huge size. I'll kill them all in one or two rounds, losing less than 10 ships in the process (one per enemy shot usually ). Sounds like a clear net profit to me, often enough I lose only one ship per enemy loss or even one less (when one enemy is shooting really bad). The micromanagement effort is considerable, but the costs are small compared to the enemy losses.

Suggestions:
- Give every type of weapon its own shot instead of summing up the shots. This would allow bigger ships to destroy up to three small ships in one round, and make them much more worthwhile.
- Make defense more efficient: Either raise the ratings of the defense ship parts significantly, or change the combat algorithm, replacing the uniform distribution of the combat rolls with a normal distribution (makes the boundary values less likely, "strengthens" the expectation).
- Re-evaluate logistics: You can use 4 tiny ships for 1 huge one, but in a direct comparison with all techs the huge ship will always lose taking one tiny ship with it - you do the math.
Reply #20 Top
Wanting to reduce outlying results is fair I suppose.
Reply #21 Top
Give every type of weapon its own shot instead of summing up the shots


The do you mean a ship will fire eg: all it's beam weapons together as a single attack or that it will fire each weapon individually. If the former, it won't make much difference, definitely me, because I almost never mix weapon types (because the AI almost never mixes armour types); if the latter, then defence as it stands will suddenly become MUCH more powerful.


EDT: I agree that large & huge ships are too weak at the moment.
Reply #22 Top
Sometimes, an outside chance is all that the AI factions have. As it is, I hardly ever take losses in a fight unless the AI has declared war on me before I was ready for it. If it weren't for luck, the human player could prepare and execute a complete war plan without ever worrying about anything unexpected.
Reply #23 Top
all it's beam weapons together as a single attack

That's what I meant. The thought behind it is that large ships which use more than one weapon type occasionally could have several shots this way (each time against the full armor, of course). Small ships don't have enough space to do the same, hence the advantage for large ships.

I realized in the meantime that this kind of change would require AI changes as well, so it isn't likely to happen I guess. But if nothing at all was changed, I'd just stick to my tiny ships when things are close and call it a day.
Reply #24 Top
If it weren't for luck, the human player could prepare and execute a complete war plan without ever worrying about anything unexpected.

What can be done right now boils down to the same: A war against a "suicidal" AI? Fine, let's just build a tiny hull on each planet each round.

By the way, when number crunching is the task, the AI is at an advantage, not the human.
Reply #25 Top
I think i may as well start a new thread later since my original title doesn't really apply anymore.

Well anyway, i've been searching for some old weapon/defense tables or FAQs that contain 1.0 values but no such luck so far. I would appreciate it if someone could link me to one or tell me how to extract this information easily.

I believe the absolute easiest way to deal with this problem would be to just change values back to 1.0. They seemed completely fine back then, why fix something that is not broken? If memory serves, the cost of armor was literally tripled to quadrupled+ and its absorption was also partially reduced. However, i do believe that it also took slightly longer to research.

Besides these changes, i also wouldn't mind seeing some HP increases for Large -> Huge size hulls. Perhaps even Medium too. Nothing too drastic but maybe by 10-20 points to give bigger ships more of an advantage.