Infoceptor Infoceptor

Reducing Luck in Ship Combat

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.
18,489 views 28 replies
Reply #26 Top
@Infoceptor

There have been lots of discussions on this, but you've sort of come to the same conclusion as those threads did.

Pre 1.2 first strike was everything, and defence was inferior because everything was geared to killing the enemy before they got a shot off.

Then they changed the combat to always return fire. People said Defence would benefit, actually logistics was the thing to benefit... I could type the math but I'm not sure how many people would read, understand or agree with it. As you say by the time attack and hp values become similar combat gets to be very weighted in terms of attack.

However the game deosn't start there. There is some value in defence early on (when you are talking about attack 2 def 2 vs attack 3 ships) because it is a war of attrition even against tiny hulls. With multiple rounds defence is useful and the more rounded ships do come into their own. However this effect doesn't last long. However I'm not recommending adding defence to anything. Merely pointing out that defence is actually useful in one very specific phase of the game.

The facts that you've had to do research and the build costs mean that currently the attack only is simpler, cheaper and better in the long term and therefore the recomended way to progress.

Personally I think the problem is in the HP's. I think that defences techs should add to the hp's as well as the defence value of the ship. If this was done in uneven amounts it would give some additional interest e.g. one type of armour could give +10 hp +2 def vs guns, whilst a type of shield could give +2 hp +6 vs beam. That way not only would you use defences but you'd use a range of them.

I also think it would be nice to change the math so that the best ships had a balance of attack methods rather than maxed out in one attack that are currently best.






Reply #27 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


My understanding was the Hood was designed as a Battle Cruiser- Lots of guns and fast- They filled her up with us many guns as they could, which made her run low in the water. If they'd slapped anymore armor on her, it would have likely caused her to sink in high waters- (In storms, she didn't ride the waves, she tried to imitate a sub), Now in Galciv2 comabt logic, she was a great ship. Had she gotten the first shot off (First attacker shot), along with her destroyer escort- and they had gotten decent rolls, the bismark would have fired- destroyed her, and she'd have gotten another shot- Maybe done the Bismark in, and deprived us of the song, "Sink the Bismark"

I do agree that GalCiv2 combat does need to be reworked- There needs to be a research line that enables multiple targets to be acquired and fired on in one round(evening it up for the big hulls) I feel that each weapon you put on a ship should get its own dice roll, which is between 10% and 100% of its total Damage, i.e a 4 point weapon should get a roll of .4-4.0 with the result being rounded. so a roll of .4 gives you 0 points. Where if you had a 5 point weapon (.5-5.0) your going to do atleast a point damage. Each Armor should be rolled at 50%-100% of it value, with the finished number being rounded down. (thou that would make 2 point armor only work as a 1 most of the time... ) To address issues where ships can't destroy one another- simply have them run out of Bullets, drain the phazer banks, etc. and withdraw. Also, the option to be able to build gaint carriers, ala "Battlestar Galatecia" would be nice. Thou all in all, gotta love the game!
Reply #28 Top
I do agree that GalCiv2 combat does need to be reworked- There needs to be a research line that enables multiple targets to be acquired and fired on in one round(evening it up for the big hulls) I feel that each weapon you put on a ship should get its own dice roll, which is between 10% and 100% of its total Damage, i.e a 4 point weapon should get a roll of .4-4.0 with the result being rounded. so a roll of .4 gives you 0 points. Where if you had a 5 point weapon (.5-5.0) your going to do atleast a point damage. Each Armor should be rolled at 50%-100% of it value, with the finished number being rounded down. (thou that would make 2 point armor only work as a 1 most of the time... ) To address issues where ships can't destroy one another- simply have them run out of Bullets, drain the phazer banks, etc. and withdraw.



Yeah, I like the idea of a line of tech that improves the way your ships perform in the battle screen, and not just via their weapons or defense. There could even be a tech for evasive maneuvers.