Several Combat Suggestions
from
GalCiv2 Forums
I know everyone has their ideas on improving the combat system, so I'll throw mine into the ring.
Initiative order: Tiny ships should attack each other first while the huge warships volley back and forth. Have ships target their own class first, then choose another one.
Hull Size: A small agile fighter will be hard for a destroyer to hit, but that same fighter can't do much to damage to the larger ship . When attacking a smaller ship, the chance of missing should be greater. When attacking a larger ship, the weapon strength of the smaller one decreases.
Exponential technology growth: 10 b(eam)1 lasers should be less effective than a B10 laser... Similarly, a ship with two S1 shields should be easier to destroy than a ship with one S2 shield. As technology increases, it's effect on weaker technology should also increase. Maybe squared, so a level 1 does 1 damage, a 2 does 4 damage, etc...
Example- two fighters, one with 2 B1 and 2 S1, the other with one B2 and one S2. The first ship should not be able to easily get through the seconds shields, and the second should be able to tear through the weaker technology. So, the actual stats could be, B2S2 vs. B4S4. When making a fleet the same rules apply, so a fleet of 10 weak B1 lasers can't attack an S10 frigate and hope to destroy it- it'd be B10 versus S100.
Shield Depletion: Nothing lasts forever... Shield effectiveness decreases as it takes more damage, effectively moving down a level. So, the 1S2 (final=S4) shield subtracts up to 4 damage from a beam hit, the rest going to the hull... But, after 4 or more total hits it moves down a class, effectively becoming an S3 the next round. It'll subtract up to 3 damage from the next shot, until it takes those three hits and then it moves down again... For the other example, effective A:B2S2 vs. B:B4S4. First round, A does 2 laser damage, S4 negates it completely. Next round, it'll do 2 more damage, which will be blocked but the shield weakens, becoming an S3. If the battle lasts long enough those shields will eventually fail...
Overkill: Extra damage should be applied to another ship, as long as another weapon fires the shot. A huge missle can only make a huge hole, but several little warheads can each target differnt ships. Same for a fleet battle, one target may be chosen first, but once it starts exploding the target will change and the extra firepower of that turn should not be wasted.
Surprise Attack: For 1.2 I just read that the combat system will have everyone firing at once, and then calculating damage. This means both fleets could obliterate each other in the first round with no survivors. That's fine, but I think an element of surprise should still be possible. If you attack with a fleet that can move a few sectors in a turn, the enemry will be caught unprepared that first round. If your fleet moves further than the enemies sensor range in one turn, you should get a surprise bonus that first round and get to fire and do damage, but if you're a parsec away the enemy will be ready for you and you'll get no bonus. After that round, both combatants fire together.
Thanks for reading these suggestions.
Initiative order: Tiny ships should attack each other first while the huge warships volley back and forth. Have ships target their own class first, then choose another one.
Hull Size: A small agile fighter will be hard for a destroyer to hit, but that same fighter can't do much to damage to the larger ship . When attacking a smaller ship, the chance of missing should be greater. When attacking a larger ship, the weapon strength of the smaller one decreases.
Exponential technology growth: 10 b(eam)1 lasers should be less effective than a B10 laser... Similarly, a ship with two S1 shields should be easier to destroy than a ship with one S2 shield. As technology increases, it's effect on weaker technology should also increase. Maybe squared, so a level 1 does 1 damage, a 2 does 4 damage, etc...
Example- two fighters, one with 2 B1 and 2 S1, the other with one B2 and one S2. The first ship should not be able to easily get through the seconds shields, and the second should be able to tear through the weaker technology. So, the actual stats could be, B2S2 vs. B4S4. When making a fleet the same rules apply, so a fleet of 10 weak B1 lasers can't attack an S10 frigate and hope to destroy it- it'd be B10 versus S100.
Shield Depletion: Nothing lasts forever... Shield effectiveness decreases as it takes more damage, effectively moving down a level. So, the 1S2 (final=S4) shield subtracts up to 4 damage from a beam hit, the rest going to the hull... But, after 4 or more total hits it moves down a class, effectively becoming an S3 the next round. It'll subtract up to 3 damage from the next shot, until it takes those three hits and then it moves down again... For the other example, effective A:B2S2 vs. B:B4S4. First round, A does 2 laser damage, S4 negates it completely. Next round, it'll do 2 more damage, which will be blocked but the shield weakens, becoming an S3. If the battle lasts long enough those shields will eventually fail...
Overkill: Extra damage should be applied to another ship, as long as another weapon fires the shot. A huge missle can only make a huge hole, but several little warheads can each target differnt ships. Same for a fleet battle, one target may be chosen first, but once it starts exploding the target will change and the extra firepower of that turn should not be wasted.
Surprise Attack: For 1.2 I just read that the combat system will have everyone firing at once, and then calculating damage. This means both fleets could obliterate each other in the first round with no survivors. That's fine, but I think an element of surprise should still be possible. If you attack with a fleet that can move a few sectors in a turn, the enemry will be caught unprepared that first round. If your fleet moves further than the enemies sensor range in one turn, you should get a surprise bonus that first round and get to fire and do damage, but if you're a parsec away the enemy will be ready for you and you'll get no bonus. After that round, both combatants fire together.
Thanks for reading these suggestions.