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Stellaris Dev Diary #18 - Fleet Combat

Good news everyone!

Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Like always it is important for you to remember that things are subject to change.

In Stellaris we have a number of different types of weapons that the player may choose to equip his/her ships with. All weapons can be grouped into either energy, projectiles (kinetic), missiles, point-defenses and strike craft. Their individual effects and stats vary somewhat, so let’s bring up a few examples. One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration. This makes them ideal for chewing through shields and unarmored ships quickly, but are far worse against heavily armored targets. Missiles weapons are space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems. There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.

Strike crafts are different from the other weapon types since they are actually smaller ships that leave their mothership. Cruisers and Battleships can in some cases have a Hangar weapon slot available, in which you may place a type of strike craft. Currently, we have two types of craft; fighters and bombers. Fighters will fire upon ships, missiles and other strike craft. Bombers however may not fire on other strike craft or missiles, but they will do more damage than fighters against capital ships. Point-defense weapons can detect incoming missiles and strike-crafts and shoot them down. These weapons may also damage hostile ships, if they are close enough, but will do significantly less damage against those.

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When it comes to defenses, you may increase the durability of your fleet in combat by placing armor and shield components in the utility slots on your ships. Armor components will reduce the incoming damage and can’t be depleted during combat. Shields work much more like an extra health bar to your ships and will be depleted if they take too much damage. Shields will automatically regenerate after combat, unless you have certain components that allow your shields to regenerate during combat. Both shields and armor can have their efficiency reduced if the enemy uses armor and/or shield penetrating weapons.

The different components you place on your ships will also affect certain other key combat values:… Hull points is a value corresponding to the “hit points” or health of your ship. Evasion affects the chance for your ship to evade a weapon firing at it. You may also affect the overall stats (values) of your fleet by assigning an Admiral to it. The stats of your fleet will both be affected by the skill and the traits of your leader. But be aware that traits will not always have a positive effect. I would recommend everyone to always have good admirals assigned to their military fleets since they can really improve your stats, like +20% fire rate and +10% evasion.

Once the combat has begun, you very few options to control what happens, much like it works in our other grand strategy games. For this reason it is really important not to engage in a battle that you are not ready for. As a fallback, it is possible to order a full retreat through the “Emergency FTL Jump” option, this will basically cause your fleet to attempt to jump to the closest system. However, during the windup for the EFTL jump your ships will not be able fire back at the hostile ships, so you put yourself in an exposed situation. Depending on what type of fleet you have, you might want them to always engage in combat or always try to avoid it; for this purpose we have different fleet stances. The evasive stance will try to avoid combat and the fleet will leave a system if a hostile arrives. Civilian fleets have this stance on per default. Aggressive stance will actively make your fleet attempt to attack any hostile that enters the same system as them. Passive stance will, like the name suggest, make your fleet only engage in combat when enemies are within weapon range.

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The combat might be off-hand, but you can still indirectly affect how each individual ship will behave. When you design your ship you may specify what combat computer to use on the ship. These computers range from making your ship super aggressive, and basically charge the enemy, or be really defensive and keep formation. At the start of the game only the default combat computer is available, but more are unlocked through normal research or reverse engineering.

It is very possible that your fleet might end up in combat with multiple fleets. This means that you can have a combat with three different empires that are all hostile to each other. To help you keep track of everything that happens we have a combat view, which will appear as soon as a combat is initiated. This view will list you (and any other friendlies or neutrals) on the left side and every hostile on the right side. The combat view is currently being reworked, so you will get to see that interface at a later date, but the idea is to provide you with crucial feedback on how effective your weapons and defenses are.

Once the battle is over, you may want to investigate any debris left from destroyed vessels. If you weren’t the one being wiped out, perhaps you can salvage something?

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Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…

Stellaris Dev Diary #19 - Diplomacy & Trade
 
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Let's hope it won't be a godawful hard counter system and race with extremely highly advanced lasers could beat shields. Hard counters are one of the worst designs ever to see in a strategy game. It's Galactic Civilizations-level horrible.

It's more of a cost-efficiency thing. Lasers will still do decent damage against shields, but it will not be the perfect choice. If you know an enemy fleet has gone 100% missile-weapons and you can get full point-defense coverage you'll do very well (though not win unharmed).

very cool, i like the battle computer add in. this will give some standard AI for that ship to follow.

question though, how (if at all) will stellaris try to balance ship sizes in fleets to make sure that fleets dont end up as zerg corvette fleets or only massive battleships?

Efficiency-wise we'd like it to be Corvette < Destroyer < Cruiser < Battleship < Corvette. This is of course an over-simplification but that's the general idea. We do a few things to try and achieve this, such as Corvettes gaining full Evasion from all sources while Battleships only gain 25% (Destroyers and Cruisers gain 75% and 50% respectively). This in combination with the fact that the larger weapons used by Battleships have lower attack speed, higher damage per attack and somewhat lower hit-chance should make it less cost-efficient to overkill small corvettes with huge weapons (lots of missed shots, those that do hit deal far more damage than needed). Corvettes in turn will struggle with the higher armor and shields of a Destroyer etc. up the chain.

Will we be able to customise strike craft?

No, we've decided not to go in to such detail. Strike Craft come in sets of units (or Wings) that can be placed on ships with hangar-capabilities.

So every ship will have EFTL? Even if they rely on wormholes and stuff?

All fleets having some type of FTL-capability can use EFTL. Ships relying on Wormholes to travel will need a functional Wormhole Station within range. If there is no station in range, the fleet is stranded and can not EFTL (doooooooooooooooooooooooooooom!).

Does the player design strike craft or are they built using fixed rules (e.g. "fighter always use best beam weapon")? Are strike craft automatically replaced after battle, require repairs to be replaced or require new strike craft to be manufactured? Do strike craft on existing ships upgrade when new weapons are acquired?

Strike Craft use their own type of weapons and are not dependent on what type of lasers etc. you've researched. Any Strike Craft lost during a battle slowly regenerate over time automatically. They can be upgraded should a new rank of them be researched and the design of the carrier-ship updated.

How does armor damage reduction work? Is it a percentage reduction in damage or subtracting damage from each hit?

Armor subtracts a set amount of damage from each hit, up to a limit. Armor can never reduce damage taken to zero. Armor-penetration is percentage-based.

Will we be able to mod weapon stats?

Yup yup!
 
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"No captain can do very wrong if he places his ship alongside that of the enemy."

-
Nelson
 
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So in the end, we have more or less a rock-paper-scissor system:

  • Energy beats armor but does less damage so less effective against shields
  • Projectiles beat shields but not armor
  • Missiles and strike crafts beat armor and shield but are beaten by point defense
Let's hope it won't be a godawful hard counter system and race with extremely highly advanced lasers could beat shields. Hard counters are one of the worst designs ever to see in a strategy game. It's Galactic Civilizations-level horrible.
 
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While it is common in space games to have armour protect again kinetic weapons, in terms of physics, it's a bit backwards. It would be very hard to make an armor-piercing laser since you basically have to vapourize the armor layer-by-layer and plasma from the previously-vapourized layers tends to get in the way. On the other hand, once kinetic speeds reach high enough, it would be very hard to armor a ship again kinetic strikes. The kinetic damage arrives all in one instant and molecular bonds aren't strong enough to deflect high-speed impacts. However, if a species has some influence over gravity, some sort of shield to deflect projectiles seems plausible.
 
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Can components take damage and be destroyed until they are repaired?

No, we don't track individual component-damage.

Interesting, almost got a little EVE feeling reading about the different systems again (a few years ago I stopped) although this will be quite different in nature.

Question:
-Will there be some kind of speed upgrade to ships, so they can move faster?
-Does 'strike crafts' have any range limit inside a solar system, and if so, is it shorter than missiles?
-Is there any missile upgrade/type which can mitigate point-defense damage, like making the missiles go faster, being tougher or splitting into many smaller?

As you can judge from the above I'm thinking about a design which tries to kite the enemy :) being fast enough to stay out of enemy range and keep hitting from afar, using shields as defense so they regenerate when out of range.

The speed of the ship is mainly dependent on the Thruster, which can be upgraded. In rare cases there might be other components that improve speed as well (such as a Combat Computer). Strike Craft do have a range-limit. We're still tuning that so not sure on range just yet, what do you all think makes more sense?

Also, there might just be a thing called Swarm Missiles that do overwhelm point-defenses (somewhat).
 
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So in the end, we have more or less a rock-paper-scissor system:

  • Energy beats armor but does less damage so less effective against shields
  • Projectiles beat shields but not armor
  • Missiles and strike crafts beat armor and shield but are beaten by point defense
I got the impression that those are just the basics. Note:

There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.
 
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Evasive maneuver Pattern Delta 5 :)

Ahh, the brilliant Rebel attack maneuver which means 'fly straigth into the enemy walkers from the only angle he can shoot at you and destroy you, so you lose the battle of Hoth"

latest


I've been always wondering why the hell didn't they attack from back or side, instead preferring this fancily named suicide charge :p
 
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So in the end, we have more or less a rock-paper-scissor system:

  • Energy beats armor but does less damage so less effective against shields
  • Projectiles beat shields but not armor
  • Missiles and strike crafts beat armor and shield but are beaten by point defense
 
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First, looks awesome

Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…

Evasive maneuver Pattern Delta 5 :)
 
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Does combat include excessive dice rolling like in EU4? I really hope it does not.
"Hey look, just lost the whole war, because my general rolled 5 zeroes in a row!"
 
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Does combat include excessive dice rolling like in EU4? I really hope it does not.
"Hey look, just lost the whole war, because my general rolled 5 zeroes in a row!"

You rarely lose the war, just because of few bad rolls. You should aim, to be in position where no bad rolls can actually threaten you.
 
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How about ramming and 'ships' that physically attack other ships. Someone said space krakken, that kind of thing.


No torpedoes? I mean... ;_;
What's the diffrence between a missile and a torpedo?
 
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nice

Edit after reading it all:
Some might think Energy/Kinetics/Missiles against Shields/Armour/Point Defence is lazy because it is used in most other space games but I think it is a neat solution and I can think of no alternative.

I have a question regarding our Strike Crafts: If I have a Laser-fighter that wants to attack a heavy Shielded Cruiser. Can my Fighter get inside the shields to attack the hull directly
 
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Does combat include excessive dice rolling like in EU4? I really hope it does not.
"Hey look, just lost the whole war, because my general rolled 5 zeroes in a row!"

" I would rather have a lucky general than a skilled one "
(Napoleon)
 
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