Defense Solutions

Making weapon types matter again

OK, there has been a lively discussion as to the worth, value and cost of defense under the new system since DA was released 3 weeks ago. See: WWW Link and WWW Link and WWW Link.

First off, let me say (and I'm sure I'll reiterate again) that I am not really concerned with how using defense on your ships effects players - and I will try to explain this further when I discuss the problems. This game is not multiplayer (I am not advocating multiplayer), so I will not play against any of you ever. I play my games against AI opponents. How they use and adapt using defense is all that really matters to me. I believe, and will try to explain why, under the current system the AI will never be able to use defense effectively. This mandates a change, in my opinion, because defense really should matter.

Let me take you back for a moment to the days of the Dread Lords combat system. Over close to a hundred games my experience was something like this:

There was an important balance between the three weapon types and the three defense types. Defense against the proper weapons type was very effective. You would still take (some) damage, but you could seriously decrease the amount of damage you took in a battle by having ships equipped with the right defense. Larger hulls got better as the game went on, because a larger hull could pack more weapons and armor, enough armor to ignore all of the smaller hull ships even (because defense could be so effective). Defense was expensive, and if your ships were fighting one of the two weapon types they were not equipped for, you would take a lot of damage and it would cost your empire plenty.

You often wanted to build ships with two weapon types, so that if the enemy used one kind of armor, you could still do enough damage to win with your other weapons. If you were using only one weapon type and were attacked by someone who had armor against your weapons... the game could become very tense. You would put everything into technology to try and quickly rush up a different weapons tree while your already built (and largely ineffective because of the enemy armor) force tried to hold off the enemy long enough for your new ships to roll off the assembly line and start doing damage. I will never forget some of my clashes with Drath Dreadnaughts (Drath used to have a 50% defense boost) - that I was never able to damage in time. I lost games. Early on, I lost a lot of games when I didn't pay attention to what defense my enemy was using.

Part of preparing for war including checking enemy fleets to see both what kind of weapons and defense they were using, and building a fleet to counter. Even with minaturization maxed and huge hulls, you just couldn't build a ship that excelled in all three kinds of weapons and all three kinds of armor simultaneously. Ships were designed for specific situations and against specific enemies. Amazingly - good job stardock - the AI was very good at adapting to your specific rock/paper/scissors strategy. Several weeks or months into a war, the AI would predictably - and mercilessly, start kicking out ships that best matched the fleet you used against it. It was a good system that always kept you on your toes, and kept combat interesting.

I liked using defense, I liked gaining experience. Fleets of medium fighters could take on 5-10 times their number of similar medium fighters if you had armor against the enemy and they didn't have armor against you. Defense made that much difference. There were forum debates about whether the cost was justified for defense, but you always took the time to find out what weapons and defense your enemies were using, even if you stuck to all attack ships yourself.

Changes were made to the system, that for one made tiny ships relevant again in DA. Defense now goes away with each point that it blocks until the end of a round. Every ship in a fleet will concentrate its firepower on what it feels is the largest threat until it is destroyed, and then move on to the next largest threat and so on. If a ship with defense survives the attacks of the enemy fleet, the defense is restored to full power at the beginning of the next round. Battles are limited to 50 rounds. There were other important changes as well - extra firepower from one ship would be applied to the next and so on, but those changes don't effect the current problems as drastically.

This new system brought in the interesting change where suddenly large packs of tiny ships could take down capital ships that formerly they could never scratch the paint on. Depth of choice and strategy between hull size and logistics value was added. However, defense became less valuable, because rather than trying to stop the weapons from each ship in a fleet, defense was now tasked with stopping the weapons from an entire fleet simultaneously. At the same time defense got a slight boost in dependability, the "rolling a 0" problem of the old system was gone. 10 points of defense will stop 10 points of attack (really 20 points, law of averages, you can read about this elsewhere). The changes, however, have led to a net negative to defensive value.

There are really two fundamentaly seperate (although related) problems to how defense currently works in DA.

Problem #1: Defense is not effective enough against matching weapon types.

And this is a BIG problem. Weapons ultimately outpace defense, and under the current system they even easily outpace matching defenses. Because defenses now have to face an entire fleet's worth of attack, they are swept aside without a thought.

Because defense is so effortlessly overcome (be it with better tech, miniturization, logistics, hull size, etc.), even matching defense, it ceases to matter at all. I no longer need to check what defenses my opponents are using, I know my fleets will wipe them out in the first round. Because I know I can do this, I know my opponenet can do this, so I don't (typically) waste resources on defense myself.

In law one thing we like to do is use what is called the "but for" test to establish causation as an element in a cause of actoin. In this situation, it works like this "but for the AIs use of proper defense, I would have won." Until that statement is true, defense doesn't matter. Put another way, if an AI can't beat you by using DEFENSE, then you don't need to pay attention to it as a strategy at all. Remember, under the old system the AI could handily beat you with defense, which added all of that rock/paper/scissors strategy I was reminiscing about.

If defense doesn't matter, then weapon types don't matter. If weapon types don't matter, you have lost a lot of depth. Now there is no point in taking the time to research two weapon trees, you don't need to worry about shooting around defense. In fact, researching two weapon types puts you at a DISADVANTAGE (because for instance 4 pts of defense will become six points, 4 pts against your primary weapon and 2 pts against your secondary weapon). But offensive focus beats everything always under the current system (exasperated by the weapon power carrying over to the next ship - a rule change I really love). You will do more (if only marginally) damage if your opponent uses ANY defense by just sticking to one type of gun. And matching armor doesn't slow you down.

This means that you can just pick whether you want to destroy every empire in the game with doom rays or black hole eruptors or whatever when you start, and no one will ever knock you off your strategy. There is no point in finding out what the enemy uses, you know you can beat it. AND you know you are cost effective (see below).

Perhaps offense should have been made more powerful. But if even at the hardest difficulty level the AI can't BEAT you with (matching) defense, then ultimately defense and weapon types are meaningless. On suicidal I SHOULD LOSE GAMES for not paying attention to what my enemies are fielding in terms of weapons and defense - while just focusing on one weapon type myself.

For the last three weeks I have been kicking out monster beam ships and nothing can stop me. I can give the enemy the best defenses against my weapons, it still can't stop me. It is not because of my brillance or skill, it is because the game design is currently set up so that NOTHING can stop this strategy. If both sides use it, it just comes down to who can produce more industrial units. This is incredibly boring - and again, is much more shallow combat gameplay than what existed just a month ago.

--end problem 1--

Problem #2: Defense costs too much with its current value.

Yes, there are instances where defense can be worth the current cost, but it is rare. The AI will try to build ships that strike a reasonable balance between offense and defense. Small defensive values are just a waste of money, because they are quickly swept aside and the ship does not survive to another round.

Concerning the AI, it will dutifully start to churn out more expensive ships that will kill much less bc per bc than your offensive ships. This is even IF it is using the right defense against you. Trading a high level defensive tech can slow an AIs ship production to a crawl, and the few ships it does turn out every week are easily swept aside. Even when the Krynn build huge hulls loaded with defense, you just fleet up and blow them away. Thousands of bc in production are swept away with (typically) only a few hundred bc in production lost - if you even take any casualties (thanks again 1 hp rule).

--end problem 2--

OK, you may or may not agree with me that these two are problems. Please, again, keep in mind that all of this is in the context of what the AI does, and how it handles a game. Perhaps Problem #1 or #2 are not problems for YOU when you are out-thinking the AI. Good job, have a cookie! What I want to explore is what sort of solutions we as a player community can come up with to help the AI with these problems.

Two things I want to get rid of right off the bat as "solutions". The first is just modding the game. I like playing on the metaverse, and I like playing with the default game. This is a system wide problem that effects the game as a whole. A mod fix is only a fix for a very few number of players. Mods are a great solution to some minor problems or if you really want to heavily customize the game. They are not a satisfying solution to basic game design problems.

The second "solution" I want to discard right away is to just tweak the AI ship building algorithims. This takes two forms, some people suggesting that if defense is useless, just have the AI always build attack ships. Alternatively, people think the solution is to just have the AI become much, much more clever in its ship design to be able to "figure out" combinations of defense that will actually be effective. First off, taking away defense choices from the AI doesn't fix Problem #1, defense is still useless, its just that the AI is no longer hampered by it. Second, as has been commented on before, there is a VERY fine line currently between defense being useless and making you invincibile. Trying to code an algorithim that can predictably find that line with all the variables in a galaxy at any given game state is such a mammoth task as to approach impossible, and at the very least would not be an exercise in good time management by the development team. This is not a problem to just chalk up to "the AI is just dumb" and move on.

I want solutions that work, but that are also simple to be implemented by the development team. So with that loooong preamble aside, here are my two proposed solutions for fixing defense:

Solution #1:Cut all defense module values to 1/3 of their current cost.

At half of current price matching defense is about equal pound for pound with pure offense, but remember, we want defense to slightly exceed offense when you use the right kind so that if you go against matching defense you will lose. If defense is simply of the same value as weapons, you can just look at the industry graph and figure out (mostly) who will win a war no matter the mix of weapons and defense. You are still not motivated to start paying attention to defense if it is simply of equal value.

Why this works: Under the new combat system, when you buy defense, you are currently buying hit points. These are hitpoints which can (in a few situations) regenerate every round of combat. With very high offense values, defense rarely gets a chance to regenerate. Because of this, we need to look at the cost of the hps we are buying.
Defense is currently not only more expensive on a hp for hp basis than what you buy with a core hull, it is more expensive than the core hull PLUS WEAPONS. (wow)

Offense values rise to destroy ships with greater logistics, better miniturization, getting farther down the weapons tech tree, or with larger hulls. That is a lot of ways to overcome that measly little defense, and most players use combinations of these factors to send their fleet attack values very high (3k or more per fleet at the end of the tech tree). As long as we are dealing with large fleet attack values, we are not going to have much of a chance for our defense to regenerate.

Defensive ships already have lower offensive value. The trick here, to get defense to outpace attack if it matches, is to make defense cost less pound for pound for weapons. If both fleets are going to mutually destroy each other in the first round of combat, make the pure offensive ships more expensive (they can destroy more, after all). If offense is more expensive, then it will pay to invest in defense, even if it is just to "fill space".

Effects of this solution: Well, I think this can have a very good effect. If defensive ships are cheaper, then the AI is not at a disadvantage when it builds defense. Trading a defense ship for a pure offensive ship becomes a net positive for the defending empire. Remember, under the current system offense can ultimately outpace any defense, so the question you want the player to weigh is "at what cost?" I CAN destroy your heavily armored dreadnaught with guns, but is that efficient? Better to try and take you down with missles - and maybe use some defense myself!

Remember, these cheap hitpoints you are buying quickly lose their effectiveness against two weapon types. But we need to outpace matching weapon value, so they really do need to be very cheap.

-- end solution 1--

Solution #2: Quadruple all hit point values for ships and starbases, except for cargo hulls. Change the anamolies that add +5 hit points to +20 hit points.

I thought long and hard about what specific value to suggest for an across the board increase in hit points. I often end up with games where ships pack roughly 4 times their hp in weapon damage. For instance, in another thread I posted a screenshot of ships whose base stats were 574 attack/124 hp. This ratio can get a lot higher for tiny hulls. Of course, this will change slightly depending on racial stats, galactic wonders, miniturization level and number of military starbases. If you pack four times your hp in damage, you will on average do twice your hp in damage per round. The high weapon damage vs. hp values also leads to offense ships being very able to get xp, because it becomes very simple to make ships/fleets that will wipe out the other side in the first round of combat... so your ship lives.

Why this works: Defense does have an advantage in that it recharges at the end of a round. If a ship takes damage but lives, it gets a bunch of "free hp" back from the defense. Under this system, defense doesn't need to be repriced, the triple cost should be justified. If you x4 hitpoints then on average, against a matching defensive fleet you will kill less than twice your number in enemy ships per round (all sizes being about equal). If you kill say 1.5 ships per round vs. two, that makes a big difference because ship #2s defense will recharge, rather than being lost in the first round. Small changes in losses in the first round have cumulative effects in later rounds. I didn't do a full analysis at all sizes and all weapon values - but from the graphs I did do this appears to be the point (at x4 hp) where (matching) defense again overtakes offense.

You will still take damage as the defender under this system, so attrition matters. Also, you CAN be overcome if the enemy is willing to spend enough, or - lets not forget - is using weapons that your defense isn't matched to. But this does let us get to the sweet spot where defense can matter again.

Effects of this solution: Well, more battles will get to that 50 round limit. Watching full battles will take a lot longer. There will be more ties - or that is to say battles where both fleets have at least SOME surviving ships. This might be cool though, imagine two well armored capital ships slugging it out against each other, and after a full battle both survive (but with damage). Do you want to use your next move to battle again or to try and limp away and repair?

Planetary defense will become SLIGHTLY more effective because the increased repair % while orbiting a planet will have a larger impact when there are more hps on a ship.
Also, all ships might be more surviveable. It might often take more than one "Move" to destroy a fleet, although not necessarily more than one turn. This might lead to clutter and higher ship maintenance costs - although I think super dominator corvettes have largely the same effect and the game already manages those.

--end solution 2--

Whew, you finally made it to the end of this post (almost). What a trooper. You must care about this as much as I do, or be really bored

I am very interested if anyone else has other solutions, what they are, and how you think they will effect overall game balance and why. I'm also interested in feedback on either of my solutions. Or, alternatively, maybe you think my assumptions about defense vs. the AI is wrong and you want to prove that the AI can beat you with defense under the current system. Ultimately, I'm interested in a discussion about defense and fixes (if needed at all, feel free to try and convince me otherwise) that focus on what the AI does in a game, not on how a player can be clever with defense to beat the AI. I love this game, and want this thread to be something constructive.

Thanks for listening!
27,684 views 34 replies
Reply #1 Top
I totally agree with everything you've said. Great post.

Since I don't care about the metaverse, I'd recently started a game with 5x hitpoints (great minds think alike? or fools seldom differ? we'll see...). Unfortunately, i had tech trading turned off and the AI started playing like a drooling invalid (failing to research trade, ignoring weapon techs, etc). However, I have just started a tech-trade enabled game and will post my observations once I get to the combat portion of the game.

Cheers

h
Reply #2 Top
Yes i totally agree to, i have already said in many posts that the problem with defence now is how the stategic intrigue of the three weapon/defence types has been destroyed.
Reply #3 Top
Whew, you finally made it to the end of this post (almost). What a trooper. You must care about this as much as I do, or be really bored


Oww... my head. Please don't create such large posts in the future. Break them up into smaller pieces if need be. Ouch...

I'll be back once I sort my thoughts...
Reply #4 Top
... You must care about this as much as I do, or be really bored


Ok, so I'm bored now. To amuse myself, I'll be argueing in favor of keeping the system as is. Feel free to try to defeat my arguements, it might help improve the system.

Solution #1:Cut all defense module values to 1/3 of their current cost.


So what. Now not only will defenses be smaller, but they will also be cheaper too. Sign me up! I'll be making my ship a flying fortress, with defenses for every weapon type.

Wait! Am I forgeting something? Right! A weapon. I still will be needing something to blow up enemy ships, but I only need this one particle beam. My enemies can't even scratch the paint on my ship with all of its defenses, so I can take my time.

Solution #2: Quadruple all hit point values for ships and starbases, except for cargo hulls. Change the anamolies that add +5 hit points to +20 hit points.


So let me get this strait... A tiny hull that normally has 6 hp, will now have 24 hp. Last time I checked, a doom ray deals 22 points of damage. WOW, thats one tough, and tiny ship. What a way to nerf weapons...

If that change happened, I'll be investing my ability points into hit points. No second thought required.

________________
Yawn! I had to cut some stuff out. My post was becoming long and disorganized. I'll check in tomorrow. Maybe some more ideas will show up that I can also have fun pointing out its flaws.
Reply #5 Top
Hi!
Solution #1:Cut all defense module values to 1/3 of their current cost.

IMO a good one solution. Makes ships with proper defense less expensive than full attack ships. However low tech defences would still not be of much use, because of its big size, compared to weapons. Am not sure if 1/3 of current cost would be big enough cut. What about also nerfing weapons? Make them slightly bigger (1-2 points), and more expensive (~30%) to research, so the investment in researching proper defenses would give better return. Also decrease the firepower of ultimate weapons by 1-2 points. And nerf the Psionic Beam significantly. C'mon, it packs 240% of damage of Nano Ripper for the same space and costs in money and tech.

Solution #2: Quadruple all hit point values for ships and starbases, except for cargo hulls

This is IMO not a solution. Like DivineWrath already noted: in this case investing ability points into hit points would beat ANY defense, as those HPs would not cost anything, but would defend against each weapon type at 100%.


BR, Iztok
Reply #6 Top
Wyndstar, i don't really have a comment either way regarding your solutions. That solutions are needed is agreed. I would though, like to commend you on your dedication to the game we all love. To write such a long and in depth post, obviously took a lot of thought and determination.

Kudos to you! It is posters like your self that keep this game improving as the devs listen very hard to what is said.
Reply #7 Top
Hi Wyndstar, Hi Iztok.

I agree with Wyndstars analysis and with solution 1 (cutting defence prices to a third). The second solution (quadruple all hp) would work also, but IMHO it would nerf "Super Warrior". Iztoks solution (make weapons bigger) would work also, but would need a lot of fine tuning, so my vote goes for Wyndstars solution 1.

Have fun
Reply #8 Top
Excellent post Wyndstar.

You have outlined the problem re Defense/aI very well.





Reply #9 Top
Why not just give the players the choice between using the new DA combat method and the old DL combat method? Seems like a simple solution. That way the fans of either system can still play the game the way they like. Isn't GalCiv all about allowing players to play the kind of game they want?

Here's another possible solution to think of. Instead of changing the defenses to make them more efficient or effective, why not change the weapons to make them less effective or efficient against their defense types. While I have not crunched the numbers to see how it would work out, why not have a weapon type do only half damage against a ship with the corresponding defense, regardless of the value, until that defense has been zeroed for that round. For example, a doom ray (22 points) and a laser (6 points) hits my frigate with 10 points of shield defense. The doom ray would do only half damage (11 points) but would knock out the shield for that round and doing 1 hp to the hull, allowing the laser to do the full 6 points to the hull hp's.

Just food for thought.
Reply #10 Top
Why not just give the players the choice between using the new DA combat method and the old DL combat method? Seems like a simple solution. That way the fans of either system can still play the game the way they like. Isn't GalCiv all about allowing players to play the kind of game they want?


Not so simple - the aI in each game has been designed and balanced for it's respective combat method. It would entail rewriting and re-balancing each DA aI routine to use the DL method - basically they would have to recode and re-balance DA aI's all over again.

I'd rather see them spend their limited time to get the new DA combat system perfected...which will happen...I have faith in Brad and Stardock.
Reply #11 Top
why not have a weapon type do only half damage against a ship with the corresponding defense, regardless of the value


Interesting concept, i'm not sure that would work well but i do agree it would go a long way to bring back the strategic intrigue and fun of the three defence/weapon types.

You have 3 defence and 3 weapon types in the game, this is an extremely brilliant concept which redifines the word strategy!

I don't know about other people, but i want to be challenged and pressured ingame to change my defences and weapons as the game progresses.
Reply #12 Top

Great post. I want to echo what neilo said, your dedication to the game is incredible.

I haven't really played that game to the same degree you have, but so far in DA I've never been forced into building anything other than one weapon type so I definitely think defence needs a boost. Solution 1 would probably work best IMO because it wouldn't have as many side effects. Solution 2 could unbalance the game, as it esentially makes weapons 1/4 as powerful, you could potentially rush to large hulls and then build one ship mith mega hp that couldn't be killed by anything for an easy win, there's also the point that falcon made that it would nerf the super warrior ability. It's hard to see how simply reducing the cost of defence could have any unbalancing side effects though so I'd vote solution 1.
Reply #13 Top
I believe the hp-route is the way to go.

The current problem is, that either defenses make it through one turn and your invinceable in all turns, or they don't and your ship is history after one or two turns. That would change if the strenght of a ship mostly relied on hp.
The defense would reduce the recieved damage per turn, but hp would have to take the rest of it. The important fact is that damage to hp is carried on to the next round. So this is basically battling in the current "defenses are worthless"-area of values, but hp are increased so much that the ship doesn't blow up the second defenses are penetrated. That means you want as much defense as possible to make your ship last as long as possible, but you won't reach invinceability unless you (like now) put in a *lot* of money and research (and just as now, if you can do that, you're usually way superior anyway).
It would be a good idea to include a new hull-strenght techtree in that case.
Reply #14 Top
Wyndstar:

Ecelent post. I think you outlined the problem very well.

I totally Agree that ship Combat needs to be looked at.

While I personally have written my own mod that does something similar to your suggestions (+2 space for weapons, +10% research cost, -50% Defense cost, -1 defense space), I don't think this is a good solution.

While these are solutions (and I use them because it is the best out there), I don't think it addresses the deeper problem: The Combat System Needs Rebalance.

Like you commented, there is a point where defense becomes uber. The solutions outlined make it easier to approach this "invincible" threshhold in an attempt to balance out the power of weapons.

The problem of defense going from useless to invincible still exists, irregardless of modding.

While modding is all that we can do, and I support it, I really think the problem lies in the realm of the game hardcode and that can only be truely and effectively addressed by developers.
Reply #15 Top

It looks like the dev's went with solution 1

"+ Ship defenses use slightly less space and cost a lot less"

Reply #16 Top

I think the relation between attack/defence is mainly a tactical question. And this is the reason why, probably, there's no solution to this problem. The battles in DA are mechanical simulations based on fixed and random numbers. All our efforts are eventually to outnumber the fixed numbers of our enemies in order to limitate the effect of random numbers, either we play for attack or defence. The three-weapons-system is a complication of this model and allows us to make some tactical choices before the battle, i mean when it is still possible to make tactical choices. But then, in the middle of the battle, there's no more tactic and, obviously on another level of complication, it's like to watch the simulation of a match in the old football manager when you could see how good was the team you assembled.

In other games, like for example civ, the tactil limit is not so narrow because:

- there's a wider variety of units (and, in the last version, you could also implement the experience of every unit with a specific attack/defense/range trait)
- there are range weapons
- there is a territory with different attack/defence bonuses. This is very important also because you can prepare or face a war not necessarly with an over powered army
- there are leaders
- in general, all defensive positions (cities, fortifications etc.) give you advantages
- there is withdrawal
- i surely missed something else...

In GC you have only one unit (with 3 different weapons and 3 different defence system at your disposition). All the tactics are limited to few choices. You can concetrate on attack or defence (and easily decide which weapon and which defence build on your ship depending on your enemies). Besides you need to develop your logistic ability as much as you can. I don't remember if sensors are useful in battle (if not they should and they should give you a great advantage), anyway i never felt the need for them so i suppose anyway they're neutral.

In GC you miss the territory. This is really a great limitation. First, you don't have any bonus fighting in your area of influence. Second, the only simulation for territory (the military starbase) is so expensive that it is always better to spend your resources building ships. Third, most important, wherever you fight is the same. I understand this is a charachteristic of deep space so maybe this is the right choice but all in all it doesn't work so much.

In GC you don't have leaders, withdrawals, you don't have defensive positions, you don't need anything like "the knowledge" of a territory. You could attack or be attacked from every position without any influence on the result of the battle.

All in all i think this is the game as it is. Space battles are more complicated than planetary invasion but, in the end, the principle behind both is the same. The level of combats in GC reminds me the times of civII when the combat system was very simple and your strenght depended very much on the development of your civilization, on your industrial capacity, number of cities, resources (in civIII) and scientific progress. The biggest the better.

Personally i don't think there's a solution different from creating a new battle system. There's the need of more tactical elements, as i said before. Weapons and shields should be connected with the use of energy: more the power of a weapon, more the drained energy, less the turns a ship could last in a battle. Some weapons/shields, though maybe powerful, should become useless after the discovery of new technologies. Flagships should give great bonuses when commanding a fleet. Experience should be implemented with different bonuses like in civIV.

Ok, i'm not asking for a revolution in the game. I enjoy it very much, it's a great game and great fun, like participating to this forum.

richard




Reply #17 Top
For example, a doom ray (22 points) and a laser (6 points) hits my frigate with 10 points of shield defense. The doom ray would do only half damage (11 points) but would knock out the shield for that round and doing 1 hp to the hull, allowing the laser to do the full 6 points to the hull hp's.


I like this. This solution seems to overcome the problem without too many sideffects. It seems to me this might be moddable as a trial run?



Reply #18 Top
The solution needs to be more fundamental. Defense is either worthless or invaluable. That is indicative that the band of usefulness for defense is way too narrow. Some defense must have some impact, not all or nothing.
Reply #19 Top

The solution needs to be more fundamental. Defense is either worthless or invaluable. That is indicative that the band of usefulness for defense is way too narrow. Some defense must have some impact, not all or nothing.


There are two main issues:

1. All firepower is automatically concentrated on the weakest ship(s) until they are destroyed.

2. Defense completely regenerates from one round to the next.

These rules in themselves easily lead to all-or-nothing scenarios.

Rule #1 means that unless the defense of *one* ship can substantially blunt the firepower of an entire *fleet*, then your ships are going to be picked off pretty quickly and offense is probably a better bet.

Rule #2 means that if your defense protects your weakest ship from any significant damage for *one* round, you're probably invulnerable.

The two rules in combination create the fine line. Rule #1 means that for defense to be useful one ship has to hold off a fleet's firepower for a while... but if it can *stop* a fleet's firepower for so much as one round, rule #2 makes you invincible.


The big problem here is rule #2. I have no idea why the heck Stardock made defenses regenerate 100% every round. It's completely different from the implementation of shields or indeed any other kind of defense I've seen in any other space game that I can remember. Heck, pretty much any computer game period. If defenses could be beaten down over multiple rounds, then it would be a heck of a lot easier to balance them.

In particular, you could make them a lot more like "bonus hitpoints". Right now, 100 defense points means that you block 100 attack points *per round*. 10 defense points means you block 10 defense points per round, but you may not last more than one round. Just as an exampel, what if 100 defense points meant that you block 100 attack points, and regenerate 10 defense points per round? In this extreme case, defense is like bonus hitpoints that apply only against one attack type, and regenerate instantly once the combat is over. If you're taking loads of damage per round the regeneration will be overwhelmed.


This is one of the weird things about Stardock. Sometimes they seem to be in their own little world. They implement some minor feature in a way completely different from dozens of other games before them, and just end up getting burned when it turns out to be really difficult to balance and players find it unintuitive. Yes, Virginia, there actually is a reason why none of those other space games have insta-regenerating shields.

Reply #20 Top

The big problem here is rule #2. I have no idea why the heck Stardock made defenses regenerate 100% every round. It's completely different from the implementation of shields or indeed any other kind of defense I've seen in any other space game that I can remember. Heck, pretty much any computer game period. If defenses could be beaten down over multiple rounds, then it would be a heck of a lot easier to balance them.


I like this idea quite a bit. 10% regeneration is probably too low, but somewhere in the region of 25-50% would probably do a lot to blunt the onset of unkillable ship syndrome. A 25% regeneration rate and another drop in cost and space would make deploying the right defences pretty attractive even on smaller craft. You can afford to make defences smaller and cheaper without worring too much about killer huge craft, because you know they can be worn down.

I am bothered by the phase-change nature of defence in DA. I think this would move it in the right direction.

Reply #21 Top
Yeah, Intellekts idea could also help defense ships against monster attack ships with no defense. Those defenders are going to live for a round or two, so they are gonna get some shots off... could add a lot of strategy, and reduce the effectiveness of using the one hp rule to exploit the AI.

Of course, then you would want a defense repair rate racial trait... and things get a lot more complicated after that. There is still a lot that you would want to work out.

I have said elsewhere, and I still say, we should see the system working as designed before agitating for a change. But from a cursory glance, this seems like a pretty cool idea.
Reply #22 Top
Wow, that post was incredibly well thought out, thanks for your incredible dedication and clarity. That was quite the brief/white paper!

BTW, I dk if things have drastically changed since this original post but I'm playing a DA game now, with just a modest beam defense (against beam weapons) and it seems to really turn the tide of battle. Two Battle Ships can destroy a fleet of 5 medium to small ships with virtually no damaage. Maybe it's been patched since then?
Reply #23 Top
Wow, that post was incredibly well thought out, thanks for your incredible dedication and clarity. That was quite the brief/white paper!


Thanks. I stand by the original argument. Since this was written, there was an update that improved defense, but we all discovered a bug... see HUGE Off-type Defence Bug and Combat Balance and Defence now IS too powerful.

Supposedly now this off-type defense bug has been fixed in the 1.6 beta, but I have still not seen evidence of this, and initial testing by others suggests it is still not working right.

I look forward to seeing the system with the new values working as intended.

Hope that helps.
Reply #24 Top
Dear Wyndstar,

Your post HUGE Off-type Defence Bug is cause for considerable concern if it is the case. Something is definately wrong for your example if it takes 110 points of massdriver damage to penetrate 4 points of armor, regardless of the amount of shields and pd. In your example 25 points of shield and 81 points of pd ... are these random numbers or actual ships you designed? Even if armor were to hypothetically degrade massdriver attacks by the square root your stats should have still allowed damage with a massdriver attack above 30 points. I suspect (but will investigate later) that ship experience is also involved in this calculation and may account for at least some of the discrepancy, as well as racial bonuses, ethical alignment, and military resources. This is something I will investigate once I finish looking into trade.
Reply #25 Top
slabster -
Although Wyndstar's original post was one of the first to document the effect, it is extremely well established/proven by essentially all the early adopters / heavy players on these forums, at least since the retail version of DA came out. It has been tacitly acknowledged by the devs, but apparently it is non-trivial to fix, so a fix has not shown up in the 1.6 betas yet, though it is expected.
Not so noticeable with small, early ships / weapons.

drrider