The reasoning behind nerfing defense?

I'm wondering if anyone can explain the reasoning behind nerfing defense in DA. I don't really have an opinion yet either way. It seems that the majority opinion on defense in DL was that by and large it wasn't worth the cost, especially late game when attack values became ridiculously high. Since I play with tech trading off, my DL games have never lasted to the point where anyone has attained the best weapons. So my experience has been that ships with good defense dominate the AI's high attack, zero defense, small hull strategy in the critical mid-late game period when the first war is being decided and the probable game winner emerges.

I wasn't aware of the changes to defense when I started playing DA, so I kept the same strategy with what seemed at first to be about the same results. But I noticed that fleets that would have been almost invincible in DL were suffering attrition. That's really a good thing as challenge has increased.

But that leaves me to wonder what place defense has in DA. The dominance of defense has been nerfed in mid game, but it will be more useless than ever in late game wars with ultra high attack values. I think the discrepancy boils down to a few design peculiarities.

1. Attack and defense are random, so an unlucky roll means damage taken even with high defense.

2. Hit points don't scale, except for the fact that a few larger hulls become available as time goes by, and a few techs and one trade good increases it. But hit points don't increase nearly as much as weapon damage.

3. In fleet battles, one ship is targeted until it is destroyed. In DL this meant that in a four ship vs. four ship fleet battle a ship with defense equal to the individual attack values of enemy ships would shrug off most damage. In DA, a ship would need more than twice as much defense for the same effect. More than twice as much because on the second attack the defense value will be on average half its value in the first attack, assuming equal attack and defense values.

4. Even in DL the effectiveness of defense decreased as attack values went up even if defense values kept the same pace. That's because no matter what the defense value, the average damage taken is always greater than zero. The defender always takes damage when attack exceeds defense, but is never healed when defense exceeds attack. As attack values go up, this average residual damage goes up too.

As I see it, this has a few interesting consequences:

1. Attack, which has always had the computational edge over defense is further strengthened in DA by a huge margin.

2. Fleets got a big boost and the larger the fleet the better. Logistics got a big promotion. Gone are the days when a single large hull with good defense could take out a huge fleet of small fighters.

3. One on one battles and one ship vs. fleet battles aren't affected by the changes. They will play out exactly as they did in DL as far as I can see.

It looks to me like the changes are on the whole bad news for the AI and benefit the human player much more. The human player's ability to use mobile fleets for planet defense will be a greater advantage than ever. And the AI's poor use of engines in the current version of DA will make them even less effective at mounting a really threatening assault on player planets.
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Reply #1 Top
In my next game I'm going to mod up the defense units and double there effectiveness, not sure if thats going to be good or bad.
Reply #2 Top
I agree, defense seems very weak now. It is made much worse due to your point 3 - the combat algorithm focuses fire on one target till dead. If the combat spread fire all over it might be okay.

It seems like it isn't even worth investing in at all. Your research dollars, as well as the ship space, are better spent elsewhere.
Reply #3 Top
Now if every ship attacked a random enemy ship every turn that would be awsome.
Reply #4 Top
You haven't mentioned one change that made defense much stronger. In DA, the defense of an entire ship rolls against the attack of each weapon separately. So if your ship has multiple defense modules, its defense roll will be much higher than a single weapon's attack roll and it won't take any damage unless you get a really unlucky roll. Then the defenses are depleted. You can use this to your advantage. If you can make a ship with enough defenses to survive a whole round of combat with defense left over, that ship is nearly invincible. It can take on entire fleets by itself.
Reply #5 Top
Nullspace is right and brings up a good point. A complaint under the old system was that sometimes your behemoths would disappear because they depended on def, which would sometimes roll a "0".

Under the new system, law of averages is taking over, and you can predict (almost) any combat result ahead of time. A ship (or fleet) with an attack value of 200 will consitently do 95-105 pts of damage. Sure, it COULD do 200, but if you had say 20 weapons that each did 10 damage, the chance of doing 200 damage with them is 10^20, or about one in a hundred thousand trillion. So ignore your max damage, halve all values.

Defense value is on a weird curve. The very first point of defense in each catagory is the most valuable, as it keeps its value against all weapon types. After that, the value of defense drops off until about (defense + hitpoints/5 > attack value/2 of an entire fleet). At this point you will take some damage in the first round, but the attrition is probably acceptable. As defense alone approaches attack value/2 of an entire fleet, you reduce your attrition to almost zero. At the point where defense > attack value/2 of an entire fleet you are just about invincible (on average, which is what we have to talk about).

At tiny and small there is now no point in ever talking about defense (a little sad). Even at medium, you would have to be facing a significantly inferior army of small/tiny ships for defense to become meaningful.

Really only at huge (to a lesser extent on large hulls, depending on how your galaxy/tech has developed) can you approach defense values which break the curve and give your defense value. The real problem is that before you hit the magic point of (defense + hitpoints/5 > attack value/2 of an entire fleet) defense now is (IMHO) next to worthless, and after you hit and exceed that point, priceless.

I think for the majority of the game experience therefore, defense has dropped to being of VERY little value. Defense is more of an endgame strategy, or a midgame strategy if you decide right away that you are going to go with the one situation where defense matters. It is really only in one combination that it is currently useful, however. It would be better if defense could be of at least SOME value throughout. That is just not the case anymore.

Another thing that exasperates the drop of defense value is the new way that race bonuses are calculated. Playing at the higher difficulty levels, Drenigan and Korath AIs have consistantly showed up with somewhere between +45% and +65% to their racial weapon modifier. This means that they quickly send the curve where defense is useful out into the future (as you need to research a much higher level of defense to be able to put enough on a ship for it to be worthwhile).

Overall, I think making defense cheaper to reflect that it is less valuable throughout the majority of game environment combinations is the right move. One possible fix to the flip point between defense being worthless to priceless is to greatly increase the tech cost to research defense. This way, the defense you do have researched is cheaper to throw on ships, but it will take a significant investment to make invincible ships, and then they are only invincible to one weapon type.

Yes, I have seen defense be effective in DA. Anyone seen a peacekeeper with ships with 1500 defense will know what I mean. But that is just the point, it takes a huge defense for it to be worthwhile. The current pricing curve does not accurately reflect the combat value curve.

Comments? Nullspace?
Reply #6 Top
Also, under the new system, mixing defense types on a single ship (beyond 1 point) is utterly pointless.
Reply #7 Top
At tiny and small there is now no point in ever talking about defense (a little sad). Even at medium, you would have to be facing a significantly inferior army of small/tiny ships for defense to become meaningful.


Not true because 0-defense tiny ships will we destroyed in mass by any large attack ship. It is because each of them will be killed in 2-3 shots, so the big ship will kill a lot of them each turn.
Now, if you add defense on them, the big ship has to mostly deplete the defense before having acceptable odds to damage them. So they can only kill ~1 ship each. In effect, in the case where at least one ship will be killed every turn, then defense works as an increased health. Thus, defense is now as good for small as for big ships. That is different from DL, where defense was useless for small ships who would be killed in one hit.
Reply #8 Top
But look at the current cost of the increased health, it is cheaper to just build more ships.
Reply #9 Top


Overall, I think making defense cheaper to reflect that it is less valuable throughout the majority of game environment combinations is the right move. One possible fix to the flip point between defense being worthless to priceless is to greatly increase the tech cost to research defense. This way, the defense you do have researched is cheaper to throw on ships, but it will take a significant investment to make invincible ships, and then they are only invincible to one weapon type.



I agree with the general strategy as a short-term solution. Somewhat increase the effectiveness/space of defences, and significantly decrease the costs of defences while increasing the research costs (though not to the research costs for weapons).

Reply #10 Top
Could this be resolved by multiplying all hitpoint values by a certain factor?

Say you multiplied all hp by 10 (easily done by editing the xml)...so hulls would have a base hp of 50, 80, 200, 420, 840. This would increase the chance of a ship surviving a round and therefore increase the usefulness of defense. Maybe I'll try it in my next game.

Cheers

h
Reply #11 Top
Wyndstar, I think we should also say in fairness that in most situations short of massive overkill in attack value that defense will prolong the battle. Whether or not that does much to change the outcome depends on how fast our defending ship can kill his attackers. Ephafn made a good point that with small ships defense gives them a tad more staying power than they would have without it. But if that defense module displaces a weapon then we have the same question of whether or not it is worth it, since the fleet of small ships depends on that attack to wear down the big ship. If the big ship is around for a longer time, then he just gets more chances to fire on the small ship.

The same is true for defense on a larger ship for the most part. It may prolong the battle, but the question is if it is better to survive another round or destroy the attacker quickly. All things being equal, that would be a reasonable trade, but things aren't equal because of point #4 in my original post. In DL a ship with 60 attack would do about 9 hit points of damage to a ship with 60 defense. A ship with 7 attack would do about 1 hp of damage to a ship with 7 defense. So, a fleet of four 7 attack ships would do about 4 hp of damage to a ship with 7 defense per round. In DA, the same ship would take about 10 hp of damage per round, if I understand the mechanics correctly.

Just as an anecdote of how things work now: in my first game of DA I was fighting the Korath and I settled on a medium hull with 14 beam attack and 11 point defense to fight their swarms of small hull 7-16 missle attack ships. Their small hulls had 11 hp and my medium hulls started with 27 hp. All those numbers include bonuses. Before the Korath started to form fleets of four 12 attack ships, my ships were almost invincible. I wiped out dozens of Korath ships with only one or two losses. When they formed fleets of four 12 attack ships and I fought them with four of my ships, I began to regularly lose one per engagement. My ships were much more expensive than theirs, so they were starting to get close to their money's worth from their ships.

Now that may be as it should, and maybe the new system is ultimately better, becuase in DL under the same conditions, 5 fleets of those ships would have easily destroyed everything that moved without any losses. But if defense is going to be nerfed, then it should cost accordingly. As it is now a 4 defense module that costs 70 is a lousy bargain.
Reply #12 Top


I agree with the general strategy as a short-term solution. Somewhat increase the effectiveness/space of defences, and significantly decrease the costs of defences while increasing the research costs (though not to the research costs for weapons).



That would be a start, but I don't know if it makes sense to increase the research time, since you will need far more defense now than ever to counter offense.

Reply #13 Top
Defence is really weak now. There is no need to explain it, just try out fleet decked out with all weapons and one with ships mixed with defence (even with defence against the attack you are facing) and the fleet with all weapons will do much better.

So defence has gone from being semi useful to almost useless. Good thing though that the AI focuses most on offense now though.
Reply #14 Top
I have a few questions.

Since defending against a weapon is calculated collectively and since the defences are weak anyway, is there still some strategic value of even having three branches of defence? Or even attack, given how either one ends up effective because of the nerfed defences?
Reply #15 Top
Since defending against a weapon is calculated collectively and since the defences are weak anyway, is there still some strategic value of even having three branches of defence? Or even attack, given how either one ends up effective because of the nerfed defences?



No, except in a few situations, which is very sad. In my current games I no longer pay attention to what weapons/defenses are used by my enemies. I just rush research the branch of weapons I like the graphics of for that game. The game has become much easier (and a little less fun) as a result.

Rataan: Yes, I know that you are killed slower midgame (before ships pack 4x their hp in attack power like in endgame)... but they also have less weapons and kill slower and cost more. For how combats end, they are less effective and more expensive. I have a thread out there where I talk about how I used this to my advantage to beat an AI. By "worthless" I mean they don't effect the outcomes of battle advantageously when cost is figured into the equation. Yes, using defense at all levels will have your ships being killed a little slower in the beginning (and to an extent) middle stages of a game. But at the cost those slower kills of your ships come with, it is cheaper to buy more new ships and just trade off units with the AI. This means that defense (except when used en masse on a single hull) is a net negative to your empire's combat effectiveness.
Reply #16 Top
After reading all these posts, i am beginning to understand the death of defence in DA.

It is sad, especially considering that we lost starbase defence in DL, all that code and developer time being wasted on somthing which no one in their right mind would ever bother using - could have been put into somthing else.
Reply #17 Top
You know, I think the suggestions someone else wrote about increasing hitpoints would be another factor that would help defences. I wouldn't want battles to take *too* long, but we could probably safely double ship hitpoints. I like the look of prolonged fleet battles, especially when you have two huge ships hammering at each other. One of those fights reminded me of Galactica facing off against a base star.

Oh, and please increase the flight speed of some of those weapons. The ratio of ship speed to weapon speed seems really off.
Reply #18 Top
One of those fights reminded me of Galactica facing off against a base star.


Why is that? i forget about the old series but in the new series you only get tiny tiny flashes of combat inbetween charracter shots.
Reply #19 Top


Why is that? i forget about the old series but in the new series you only get tiny tiny flashes of combat inbetween charracter shots.


I think there were a few times in the first season of the new series where they showed extended shots of Galactica firing 'forward and up' at a Base Star. Both ships are exchanging this huge, steady torrent of firepower and the Viper pilots are advised to 'stay clear of Galactica's firing solution' (not that any sane person would be tempted to wander in there...)

I do agree that lately they don't show enough space combat in Galactica. Still, that scene fits my picture of what combat between capital ships should look like. Too often in GC2 it's sort of 'zap zap dead'.
Reply #20 Top
Too often in GC2 it's sort of 'zap zap dead'.


Yea, i have thought this too on more than one occasion.

However, i can always satisfy my thirst for capital ship warefare slugfest by firing up X2 the threat or freespace. Freespace 3 has brilliant beam weapons but you cannot controll the capital ships. You can controll capital ships in x2 or x3 but sadly not having beam weapons you can use in the capital ships.
Reply #21 Top
This whole discussion seems odd to me. I just lost a game, badly, because fleets that were roughly equal to those of my AI opponent when neither of us were using defense started unilaterally dying before AI fleets using proper defenses. I finally managed to even things back out by implementing some defense tech myself, which in DL I virtually never did. Obviously I can only speak from my own experience, but I'm not going to be ignoring defense in future DA games based on this experience.
Reply #22 Top
I finally managed to even things back out by implementing some defense tech myself, which in DL I virtually never did. Obviously I can only speak from my own experience, but I'm not going to be ignoring defense in future DA games based on this experience.


I think the whole point to this thread is overall cost/benefit ratio.

your better off researching and adding in better weapons in place of what you did which was to go and get some defence. Yes the defence helped in your game, but the recources you wasted getting the defence would have been put to better use with increased weaponry.

NB: i havn't played DA yet but i do understand what people are saying here.

Reply #23 Top
Well, I just played a game as the Kryn and did very well with defensively-oriented ships. Of course, I also started with an innate 80% defence bonus...

I'm not convinced that defences don't have a role to play on ships below huge. If the big ships aren't in play yet, it's probably also true that the big *fleets* aren't in play. So even if you are using small ships, the fraction of your fleet that is hit but gets to recharge defence can be significant (due to fleet size limits and low-tech weapons). Also, you will often be facing single planetary defenders, where good defences can seriously cut your attrition.



Reply #24 Top
The reasoning behind nerfing defense?


For the longest time, the most common opinion on the boards was that defense was a waste of resources. Offense was everything. These opinions were based on small ship stats, and in that context, they were correct. Without defenses, a fleet of tiny ships could wear down the largest dreadnought. There were those of us, however, that recognized the value of defense, and used this to our advantage. A dreadnought with enough defense could fend off any number of attacks, and cut down enemy fleets without suffering more than a few scratches. This happened using the old combat system, where each ship was allowed to fire only once per combat turn. In DA, things have changed, and that same dreadnought can toast six of those little ships at a time instead of one. It seems entirely reasonable to me that they be allowed to 'get their licks in'. In short, if the defense values hadn't been changed, then the galaxy would be populated with a very few huge, invulnerable ships, and the variety of gameplay would have been greatly diminished. Ship defenses still have value, they are just balanced out a bit more now.
Reply #25 Top
Another thing to consider (under certain circumstances) is the "Super Warrior" first-strike super ability. I just played a game with it and pretty much wiped the floor. All of my ships were focused on damage-dealing with no defense whatsoever and I destroyed literally 100 times as many ships as I lost.

Basically with the super warrior ability as long as you pack enough firepower to end the battle in one round you never even get shot at. My fleets of mainly small ships (which you can pack a ridiculous number of now with the increased logistics bonuses in DA) totally ran amok and since they never died I was able to spend resources on tech and more ships rather than having to replace ones lost in battle.