I already posted a couple of threads on this topic a while back and i'm sure others have as well. Look, the point is that you will almost always "loose" if you use defenses. There are situations when it can be valuable but only because you are already winning against the AI by a huge margin, whether in your technology or economy.
A couple of things to keep in mind. Although anecdotal evidence does have its place in arguments, it is also very subjective. Just because defenses worked in one game you played does not mean something else would not have worked better, or that it will always work, or work for another player, or against the same AI or settings, or different situations or against different ships or against different numbers of said ships or on and on. If you really want to prove a point, use something concrete, something that is fact and will not change from game to game.
Here is something pretty quick that you can do. Create a huge defensive ship and a small offensive ship in the editor. Write down their costs and have them fight in the fleet simulator on this forum. Increase the # of fighters until they will win the majority of the time. Compare the prices of the fighters vs. the price of the big ship. Trust me, you will always lose on a cost-to-cost basis.
Anyway, I really don't feel like repeating everything that i said over again, so i'll just link and copy my posts in case anyone has the patience to read it.
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"Reducing Luck in Ship Combat"
https://forums.galciv2.com/?forumid=346&aid=126491#983546
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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
Doom 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.
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"Simple Way to Fix Defenses"
https://forums.galciv2.com/?forumid=247&aid=127872#989710
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Defense is gimped. I hope this point does not need to be argued. Take a look at the stats of any weapon and its corresponding armor. Try out some ships in the fleet simulator. You will be inclined to agree. Yes, it does have its uses, but it is not doing its job at the moment. It needs improvement.
The solution also needs to be as easy as possible to implement. Although i would like to see huge, sweeping changes in ship combat, it probably is not going to happen in a patch. Not only will it take time, but it will also probably raise its own balancing issues and concerns. My point? Lets focus on what can be done.
My suggestion is pretty simple. Actually, its someone else's. I found it to be very effective: add a small HP bonus to armor. Lets take Ultimate Invlunerability for example.
Cost: 70 MP
Size: 3
Absorption: 9
HP Bonus: 3
For every installed module, it would add an extra +3 HP for the ship. Of course, this number can be anything balanced, but +3 sounds pretty good. Lower techs will have less of a bonus, perhaps counting in decimals like .5. Also, the cost of all armor should be cut in half. Defense now is just far too expensive, even with the HP bonus. I've mentioned this before but if you take a look at 1.0 numbers for armor, they were 4x cheaper while weapons remained completely unchanged. That means armor cost was quadrupled for absolutely no reason.
Although returning the numbers back to 1.0 would definitely help, i believe this solution would be much better. More HP means a ship can take a bad roll and keep on trucking, instead of being completely annihilated. Defense is far too random for its own good, but that was another post. I'll leave with some numbers in case anyone wants to play with the fleet simulator.