Capital Armament

Weapon scaling questions and comments

One thing about GalCiv2 that I have wondered about is the scaling of the armaments with respect to hull size. In GalCiv2, any hull size can hold any weapon. A tiny hull can hold the same laser that a huge hull can. It's odd to me that the weapons don't scale in damage like they do with size.

For instance, one cannot mount the 16" guns of the USS Missouri on the USS Cole no matter how you slice it. It would stand to reason that the missiles an SD carries will be both larger and more powerful than the missiles carried by a DD as well as more numerous.

It would be nice if the game could be modded to allow for damage to scale along with size.
13,932 views 13 replies
Reply #1 Top
I tend to agree. Some of the later weapons techs should be big enough that only large hulls can support them physically or they require a large crew or infrastructure in order to function such as power requirements. That is to say some weopns are only good on certain ship classes.

However the scaling does occur and when you are mid - late game i only buid medium or bigger ships which can hold more weaponry and defense. Stil, if say anti matter torpedoes were oly available on large hulled ships or higher tten this would add a bit more diversity to the game as I would have to choose smaller fleets instead of large fleets of smaller ships.
Reply #2 Top
That wouldn't be good for game balance.

One thing that does need to be resized is the engines-larger ships shouldn't be able to get insane speed so easily.
Reply #3 Top
One thing that does need to be resized is the engines-larger ships shouldn't be able to get insane speed so easily.

i disagree. In space it doesn't really matter how big you are, you can still go the same speed because there's no friction in space. You might look slower because of your relative size but you can stil go the same speed.
Reply #4 Top
And the fact the weapons add together into one large attack factor, in effect does the same thing. For example a huge ship that can hold 7 size ten missiles that do damage of 8 each has a attack factor of 80. Plus bonuses.

A small hull ship may only be able to hold three of thee systems, even after miniaturizing. Attack factor or 24.

So in effect the result is that you have a much larger weapon or battery of weapons.

Even though the game system shows the size in the ship design UI as one thing, the net result of the one shot per ship combat system means the larger ship can have a much more deadly battery of weapons sthan the smaller ship.
And in the new 1.12.009 Beta the both shoot combat sysyem makes the larger ship survivable while the smaller ships are first round kills.
Reply #5 Top
One thing that does need to be resized is the engines-larger ships shouldn't be able to get insane speed so easily.

i disagree. In space it doesn't really matter how big you are, you can still go the same speed because there's no friction in space. You might look slower because of your relative size but you can stil go the same speed.


Yes, but the time to accelerate to that speed will be much longer, so in effect the avarage speed between starting point and destination will be much lower if you have larger mass and same thrust. Therefore larger engines on larger ships would be nessecary if they want to keep up with smaller ships.
Reply #6 Top
This is assuming we are using current propulsion engines. The enginse (except for the Ion Drive and Impulse Drive, perhaps) don't accelerate the ships so much as warp the space around them (which still requires about the same amount of energy, given the engines' capabilities).
Reply #7 Top
Zartax and Darth Jedi:

You both might be wrong about the speed thing, because all the ships travel faster than light, so the acceleration/friction physics may be different in hyperspace. If we were talking about combat speed (a la MOO3) then i'd agree with Zartax.

I agree with Jedi though, about the balance issue with big ships and their speeds, engines should scale with the hull size.
Reply #8 Top
And the fact the weapons add together into one large attack factor, in effect does the same thing. For example a huge ship that can hold 7 size ten missiles that do damage of 8 each has a attack factor of 80. Plus bonuses.

A small hull ship may only be able to hold three of thee systems, even after miniaturizing. Attack factor or 24.

So in effect the result is that you have a much larger weapon or battery of weapons.

Even though the game system shows the size in the ship design UI as one thing, the net result of the one shot per ship combat system means the larger ship can have a much more deadly battery of weapons sthan the smaller ship.
And in the new 1.12.009 Beta the both shoot combat sysyem makes the larger ship survivable while the smaller ships are first round kills.


Sure, a BB can hold more Tomahawk missiles than an FR can. But can the FR hold the 16" guns? Can the Navy simply cut'n'paste BB armament onto any of its hull designations? In Galciv2 I can place capital ship armament on any ship I choose. A plasma cannon on a huge superdreadnought is the exact same as a plasma cannon on a tiny fighter.
Reply #9 Top
Engines dont bother me to much. Travel speed is not a problem. Battleships are the fastest ships in fleets. Smaller ships are more maneoverable that is there advantage.

As far as guns I agree that certain weapons should be for certain hulls. Ithink the problem is that hulls are not specific enough. Really the game is all battleships just small ones to huge ones. We assume that tiny hulls are fighters or scouts and huge hulls are battleships but there is no small hull advantage that is why we upgrade. Also small caliber weapons in real war are good. The Missori had 12, 16 inch guns but it also had several anti air guns and smaller caliber stuff the game assumes that the newest weapon system is the best. You would never want to put a 16 inch gun on a fighter? They need to come up with a new tech tree that devides weapons up not by projectile, missle, and beam but rather their function. Such as anti-capital ship, anti-fighter, bombardment. Also hulls need to be changed from just size to function as well. Scout, Fighter, DD, BB, Aircraft carrier, cruiser and so on. A ratio of of atributes would be placed on each hull. Speed, Manoeverablility, weapons cability( how many weapons you can put on them), defense(BB's have great armor but less maneover than a Cruiser which losses armor for speed/manoeover).
Reply #10 Top
I guess what I'm really after is a way to mod this functionality into the game. I can cut and paste like a pro, so the xml doesn't scare me...much. If someone who knows could maybe fill me in on how to make a damagemod value that works simliar to the sizemod value with respect to scaling. Can it be done?
Reply #11 Top
I'd like to know if it is possible to make a damagemod value that scales the damage a weapon does along with its size. Also, I'd like to venture forth and ask if it is possible to extend that functionality to defenses as well. It wouldn't do to unbalance the equation by only modding the weapons. A "defensemod" value that scales along with size would be necessary, imo. Armor plate is armor plate, until you compare a DD to a BB. I know which one I'd rather be sitting in when the fecal matter hits the rotary air impeller.
Reply #12 Top
I have been thinking upon this issue and have come up with something that I'd like to try: a negative value for sizemod. If it is possible, that would allow me to make a weapon that fits nicely into a larger hull whilst being too big to fit into a smaller hull; at least not without some significant sacrifices in other departments. This way I could make a capital class plasma cannon without having to worry about swarms of tiny hulls packed full of engines and capital class weaponry suddenly appearing at my doorstep. Gonna go try it now.
Reply #13 Top
Negative sizemods seem to work. It will take awhile to find some values that will achieve a worthwhile result. hehe