CalifDude CalifDude

Offense vs Defense in Design

Offense vs Defense in Design

Just to clarify what you all mean in your posts about the relative strengths of offense and defense you build into your ships, can you comment on this example from an actual situation I had in a game. Dark Avatar.

Relatively early in a game, you find that your techs allow you to build either of these fighters as your prime warship for approximately equal const and time to build: A 0-15-0 ship with harpoons and no defense. A 0-9-0 offense and 4-4-4 defense ship with harpoons and defense against all three types of offense. Both ships have medium hulls with 20 hit points. Assuming that you don't have a very good fix on what offensive types the alien ships are going to have, but just as general principle, which would you rather build? Can you explain in terms of what happens in combat why you would select one over the other? How do hit points figure in when you are considering adding defense to your ships?

Thanks. Some very good information in this thread, much appreciated.
16,574 views 26 replies
Reply #26 Top
Hi!
it's a design flaw that I think I'll mod away by increasing the end-game defenses to 15.
End of quote

I'm affraid that under DA combat rules this will not help much, because (suicidal) AIs' FLEET attack will remain in range of several thousands points, while the defenses on a single ship will increase up to 1000. You'll still lose about three huge ships per combat round.

There's nothing wrong with the defenses. The DA combat system is flawed. But the worst thing is AI's programming doesn't recognize that.

BR, Iztok