Combat/Ship design/component s, issues and thoughts
1) Ship roles - not going here, already lots of good stuff by naselus and others
https://forums.galciv3.com/471748/page/1/#3592734
2) Tactical combat - not going here other than to say: Never had it, never will; and I’m Ok with that.
3) AI fleet seems to only attack once per round. What’s up with that? Very unbalanced and hamstrings AI.
4) “BestDefense” – I understand why it was done but I hate that all blueprints use it as the only defense, epically on larger ships. It make the AI fleets so venerable and easy to exploit. I have modded most blueprints with Shields;Armor;Pd;BestDefense (pre fill list) to get at least one of each type researched.
5) GalCiv 2 did this right – Why not bring back the defense priority sliders so new ship designs are easily adjusted to the need at the time.
6) Damage/defense vs attack - 1pt of a defense against a 200pt salvo= 0 damage =bad design. Much better system would be to make damage on every attack proportional to def/atck ratio. This would also make it so the human player cannot march through fleet after fleet taking no damage because defenses rest after each battle.
7) Defense type vs damage – I have heard Paul address having shields give a small boost against miss & ken’s. I really like this idea, so much so I modded it in and you can even argue it makes some logical sense.
Armor – sml boost vs L/M > It is armor after all
Shields - sml boost vs K/M > Slows incoming and improve hull integrity
Pd – 0 change > Will its specialized after all. However I am thinking that if PD’d include chaff/flairs than why not give a sml boost to jamming so enemy accuracy is reduiced
Just some of my thoughts … yours?