• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Jedras

Sergeant
41 Badges
May 17, 2014
95
168
  • Crusader Kings II
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Europa Universalis IV
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Semper Fi
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Majesty 2 Collection
  • March of the Eagles
Exactly how much space and cost is being saved there? Already in the thread I wrote how much is saved from removing the FTL Drive - it's less than the Alloy cost for one more S-slot Tier-3 X-Ray Laser. If it's relative to a Corvette, it's 1/3rd more damage than before - if it's relative to a Cruiser, it's less than 1/12th (it's closer to 1/17th, with the size increase bonuses).

Don't stop there, tell me how much more is saved with the other stuff removed. You're at like 2.39 DPD with the 1/3rd more from above, only 37.61 DPD to go to get back to vanilla!
A lot? We don't really have hard-fact basis for the calculations but, judging by sci-fi standards, weapons are insignificant in mass and volume compared to the entire ship. Your pure mathematical approach, while possibly correct in calculations, doesn't take non-stat variables into account
 

Verx90

General
47 Badges
Mar 22, 2014
2.327
1.947
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Magicka
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Victoria 2
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
One thing I kept seeing the OP bringing up is the metal cost, which is somehow supposedly representative to actual ship size and what not.

The metal cost is just an arbitrary figure scaled for the sake of balance. It's got nothing to do with actual size of the ship.

If it is somehow realistically proportional to size, are we to believe that less than 2000 corvettes is able to encase an entire star? Or create enough living space that's equal to 4 x size 10 planets plus support structures?

That basic assumption is flawed to begin with, simple as that.


Well... It's kinda fun to think that corvets are small continent sized ships, battleships are moonsized ships.

It would explain the requirement for a tech for every shipsize, as you need to considerate the new structure for the ship gravity and size.

If ships are simply a 1:1 to the sea ships class, there is really no reason why we can't build them from day 1 :p.
 
  • 2Haha
Reactions:

Cordane

GW/SC/PD/Flak Wonk
16 Badges
Sep 25, 2013
608
335
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
I think it may be helpful for realism to look at examples of dry ship mass vs useful cargo space vs fuel on actual human spaceships. It isn't obvious how much fuel is needed to move stuff at the really high speeds needed to escape Earth's gravity, but in the real world it's a fairly ridiculous amount of fuel.

For SpaceX's Starship:
2.4% of the total mass is engines and other core components (the Dry mass)
2% of total mass is useful cargo
The other ~95% of the mass of the ship is is fuel

Fuel/weight savings (like refuelling in orbit) are really, really important. With SpaceX's Starship 95% of the mass is fuel, but even then it will need a mothership/tanker to refuel or it won't reach the destination (Mars). So strike craft being able to reduce the mass spent on FTL drives/fuel/etc vs corvettes would mean taking infinitely more useful cargo to the destination (the battle), e.g. SpaceX's Starship can't take any cargo directly from Earth to the Moon or to Mars (In Stellaris terms the corvette can barely reach the battle), but with a mothership/tanker to provide refueling SpaceX's Starship is designed to take 100t of cargo to those same destinations (In Stellaris terms the strike craft can easily reach the same destination with lots of useful mass in weapons and ammo thanks to the mothership).

Refueling from a mothership for humans in the real world means a spaceship can take infinitely more cargo (guns+bullets) to a destination, as it can go places it simply would not have been able to reach if it was trying to carry all the fuel itself.


PERFORMANCE
The Starship and Super Heavy system offers
substantial mass-to-orbit capabilities. At the baseline
reusable design, Starship can deliver over 100 metric
tons to LEO. Utilizing parking orbit refueling, Starship
is able to deliver unprecedented payload mass to a
variety of Earth, cislunar, and interplanetary
trajectories. A summary of available Starship
capabilities is provided in Table 3 below. The single
launch mass-to-orbit assumes no orbital refueling of
Starship. The maximum mass-to-orbit assumes
parking orbit propellant transfer, allowing for a
substantial increase in payload mass. These
performance numbers assume full Starship reuse,
including Super Heavy return to launch site. For
performance estimates to a specific orbit, please
contact sales@spacex.com.

OrbitMass-to-Orbit Single LaunchMass-to-Orbit Prop Transfer (t)
LEO (1)100+100+
GTO (2)21100+
Lunar SurfaceN/A100+
Mars SurfaceN/A100+

(1) Up to 500-km circular orbit at up to 98.9-deg inclination
(2) Assumes 185 x 35,786 km orbit at 27-deg inclination with 1800 m/s ΔV to go
Table 3: Expected Starship Performance

And looking up more figures from elsewhere...

So SpaceX's Spaceship:
5000t total mass
3300t Fuel capacity of Super Heavy
1200t Fuel capactiy of Starship
0-100t Payload depending on destination.
85-120t Dry mass of Spaceship

That's 2.4% of the total mass is engines and core components, another 2% of total mass is useful cargo. The other 95% of the mass of the ship is is fuel.

So I would imagine that what looks like relatively modest savings from cutting the weight of FTL Drives (20 alloys) + Fuel and all the other life support stuff would actually allow strike craft to carry orders of magnitude more useful cargo (guns+bullets) to the destination. e.g. instead of 2% of total mass being weapons it's much closer to 100% of total mass of that tiny ship being used for weapons, for up to 50x the DPS of a corvette when a squadron of strikecraft is fighting supported by a mothership/starbase supplying the fuel.

If we're using Stellaris numbers...
Assuming Alloys = Mass
Then 30 alloys for a corvette frame + 90 alloys worth of core components can carry 90 alloys worth of small weapons, 90 alloys of utility slots, 20 alloys of auxilliary components... So roughly 1.2:2 ratio of ship dry mass to useful cargo using endgame technology.
If all of that mass adds up to only 5% of the total mass then I would assume the fuel itself accounts for up to another 6000 units of mass (represented by the energy upkeep of the ship).

So let's say it's around 320 alloys total for a corvette. With ~87 Alloys cost being weapons, or around 1/3 of the total Alloys. But that could still represent only 1.4% of the total mass being weapons, giving ~20 DPS with 3x Small weapons like matter disintegrators.

A single Hangar bay goes up to 88 alloys of strikecraft (the mass of around 3 S-slots) with a DPS equal to around 6 S-slots. That's fairly conservative in my opinion. If cutting fuel is actually freeing up even a small fraction of the 95% of total mass, or 6000 units of space that was being used for fuel that could instead be used to boost weapon output... then it could easily be argued the strikecraft could carry 5-50x the payload of weapons, or equivalent to 15-150 S-Slots. So it's possible that H-slots should realistically have 5-50x the DPS of a corvette... but with an increase in energy upkeep costs to represent the fuel costs for resupplying squadrons of strikecraft...

...But I certainly would not suggest any changes to try to make the game more realistic as it wouldn't be remotely balanced (realistic is rarely fun). Plus you'd need to be a rocket scientist from the future to do the math correctly. But it doesn't need to be realistic for me personally, just for combat to be fun and the numbers to be relatively balanced.
I'll give you credit for at least thinking about this from a mathematical perspective, but fixating on 95% of total mass of a warship as fuel/reaction mass, and then thinking that a Strike Craft does not have to worry about that hardly at all, is way off base. SpaceX's Starship is 1) launching from the bottom of a gravity well, through an atmosphere, and 2) it's using a very inefficient engine (if the start date of a Stellaris game is any indication, about 150+ years behind Chemical Thrusters tech in the year 2200). Strike Craft would still need to use thrusters and reaction mass to get around and that's at whatever multiple of the Corvette's acceleration the SC can get to. Never mind that Stellaris does not account for fuel or reaction mass in any meaningful place in the rules ("fuel" with regard to starships of any kind only shows up in fluff text for Exotic Gases and Volatile Motes, and nothing about "reaction mass").

I'm also curious as to how you'd view the Strike Craft that are somehow performing anti-piracy patrols. Do they not have any need for fuel, reaction mass, etc., even just to patrol a single star system, never mind somehow FTLing down a hyperlane or two?
 

Cordane

GW/SC/PD/Flak Wonk
16 Badges
Sep 25, 2013
608
335
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
One thing I kept seeing the OP bringing up is the metal cost, which is somehow supposedly representative to actual ship size and what not.

The metal cost is just an arbitrary figure scaled for the sake of balance. It's got nothing to do with actual size of the ship.

If it is somehow realistically proportional to size, are we to believe that less than 2000 corvettes is able to encase an entire star? Or create enough living space that's equal to 4 x size 10 planets plus support structures?

That basic assumption is flawed to begin with, simple as that.
That's why all of the calculations are comparing warships and their components to other warships/components, not to any other system in Stellaris. The process should be internally consistent even if it has no bearing on anything else in the game.
 

Sinister2202

Most Honorable Dwamak
7 Badges
Aug 12, 2009
2.650
1.947
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Stellaris Sign-up
  • Europa Universalis III Complete
  • Hearts of Iron III
I don't know about all these calculations. I wouldn't want to think too much. There are talking foxes and mushrooms that build space ships. They will haunt me if I think too much about it.

I was actually a bit surprised when I finally got rid of the space battle mods. The pathing and attack patterns on strike crafts improved a lot. Damage output was underwhelming but did a great job against smaller ships. Carriers are still wonderful screens if you want to main battleships with large guns, in a game where a lot of the AIs use corvettes as screens which the large guns can barely hit.

If we want to get to the brass tacks, space is its own battlefield. There is no plane higher than that in the game. The only reason carriers were effective (and still are) in our world for example, was because all weapons are locked onto the ground. Not only are fighters faster than all ground units, but they have the elevation advantage, creating a whole new symmetry. Carriers are practically a mobile fortress that can also support ground units with air superiority.

Like I said, space is space. There is no such advantage other than range and accuracy, hulls that can withstand damages, and scale of weapons that would do enormous damage if used planet-side. You can probably also see strike crafts approaching with the right equipment in space.

However, the fundamentals of the old carriers can still be applied. Strike crafts are faster and more agile than any ships, can act as screen to overwhelm enemy defenses, and outmaneuver ships to hit where it hurts. They can perhaps even be applied to assist with ground warfare as well.


Perhaps strike crafts should be about buffs and debuffs.

I propose that strike crafts give buff to overall planetary bombardment damage and raise the chance to kill POPs (scale with bombardment stance), to the ships that they are in.

They should also give x% chance to disable an enemy ship's weapons (lowering fire rate) or engine (lowering evasion/disengagement chance) for short duration. The frequencies of this happening shouldn't be too high in a single battle, because if that x% is stacked, it could prove to be too overpowered. Of course, it wouldn't be calculated per strike craft, but per strike craft "weapon" in the weapon slot of a carrier hull. Or the game can just unify these buffs and debuffs to carrier hulls themselves, so that the stacks of these buffs/debuffs aren't as high.

Also, if mechanically possible, just by carrier present in the system, all inhabited colonies should be bombarded but without the aforementioned buff. And ground troops that are fighting on a colony in the system where a carrier is present, should receive damage and defense buff.

And as many have asked, I too wish to see more varieties of strike crafts. I really do believe strike crafts can carry heavier weapons like a torpedo, and are agile enough to put a dagger through a battleship's hull.

The regular strike crafts can stay as is tbh. They feel like additional "damage over time" variety of weapons to me. However, the sacrifices the hulls have to make to compliment strike crafts is sort of lopsided, and I'd still rather opt for more burst damage hulls if you ask me.

But having different types of strike crafts poses its own challenges, such as and not limited to the other variety becoming obsolete or useless. All varieties should have their own ups and downs, but honestly I don't know how the game would be able to represent that with just numbers.
 

Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
I
No scifi game is complete until I am allowed to spam carriers and win with them, while others can spam other weapon types and win with those, and different "flavours" of military complements for different players are all viable. Carriers used to be completely unplayable. They fixed them. I don't care about realism, imagine that the 8 strike craft is actually 8 squadrons of strike craft. Imagine that the modules are only generally represented but don't reflect real dimensions and a hangar module takes up more space than your math has assumed. Imagine whatever you want to be able to suspend your disbelief (rule number 1 of scifi, but especially scifi that acknowledges it is fiction through a character or society breaking the 4th wall). Let strike craft stay strong please, they are not op at all.
I agree. I love carriers, especially as a hive mind or machine intelligence, it’s an essential point of RP for me and I’d use them even if they suck. That said, I don’t find it op at all
 
  • 2
Reactions:

DrFranknfurter

Major
26 Badges
May 8, 2017
647
1.945
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Sword of the Stars
I'll give you credit for at least thinking about this from a mathematical perspective, but fixating on 95% of total mass of a warship as fuel/reaction mass, and then thinking that a Strike Craft does not have to worry about that hardly at all, is way off base. SpaceX's Starship is 1) launching from the bottom of a gravity well, through an atmosphere, and 2) it's using a very inefficient engine (if the start date of a Stellaris game is any indication, about 150+ years behind Chemical Thrusters tech in the year 2200). Strike Craft would still need to use thrusters and reaction mass to get around and that's at whatever multiple of the Corvette's acceleration the SC can get to. Never mind that Stellaris does not account for fuel or reaction mass in any meaningful place in the rules ("fuel" with regard to starships of any kind only shows up in fluff text for Exotic Gases and Volatile Motes, and nothing about "reaction mass").
I am indeed fixating on the single realistic datapoint we have. The exact numbers (95%) matter less than the general take-away message that the vast majority of the mass of a spaceship is fuel, so saving fuel is really important. Looking for realism means you can't just dismiss the real world and decide that fuel doesn't matter or is effectively weightless. Fuel and reaction mass account for the majority of the mass of a spaceship currently, and probably will continue to do so for quite a long time even with advancements in technology reducing the ratio of fuel needed over time up to a limit (the limit of improvement here being when reaction mass leaves the engine at close to the speed of light). If you say fuel doesn't matter, or speculate on advancements that would make the weight of fuel insignificant then you stop being realistic. If you want to use realism arguments you must extrapolate from real data, not dismiss the real data for your own speculation on future technology.

So, while I agree that once you get past chemical thrusters on to Dark Matter thrusters and reactors then you're defying the laws of physics and ships wouldn't function in a way we are familiar with. So realism arguments should disappear once you're into late-game technology levels. But you say "Stellaris does not account for fuel or reaction mass in any meaningful place in the rules" While I would argue that fuel is actually more important at high tech levels when you have to store Dark Matter to use as fuel/reaction mass and need to secure a fuel supply (Black Hole), and it is always relevant in terms of energy upkeep - the fuel costs of undocking a fleet can cause a situation if you aren't careful, resulting in half of your military ships being lost or at least their speed crippled... that is about as meaningful as you can get.

So, if strike craft lack FTL drives they would also not have to carry FTL fuel/reaction mass. For the sublight thrusters, and sublight fuel/reaction mass, if you only need fuel for a single flight rather than years of operation deep in enemy territory then you also cut a lot of the mass a fighter would have vs completely independent ship of a similar size like a corvette. That is the point I am trying to make. Although I do think Carriers realistically would have a higher energy upkeep cost, that oversight doesn't bother me.

My point is there's a big difference between carrying enough reaction mass for one flight like a strike craft vs the situation corvettes face of having to carry enough reaction mass to freely enter and exit planet gravity wells for years. It's possible strike craft would not need to carry any reaction mass at all, I mentioned in my first post all the ways that could work using current levels of technology. In Stellaris you often can have a single fleet move from gravity well to gravity well bombarding and invading. While fighters only need to fly to one engagement location (in deep space) before being picked up by the carrier. It's a massive saving of fuel however you look at it.

Also while fuel is only accounted for passively in terms of energy upkeep, that can still be as meaningful as a more active mechanic like ships needing to manually refuel. To me this is merely a gameplay conceit as refueling can be frustrating and fiddly in a real-time game and doesn't always add to strategy more than it would cause problems. I remember how fun fuel was in Sword of the Stars, but that was turn-based with no fuel use in the real-time combat portions. But I also remember how annoying it could sometimes be for a fleet to get stuck 1 light year away from the target because I thought I'd be able to refuel on the way and the tankers I'd left on the route were empty, taking several turns to get fuel to those ships and issue new orders.

It's fine for me to have fuel in a passive economic role rather than an active strategic role. Also the AI needs to be able to use it. In Sword of the Stars fleets would often get stuck in deep space when trying to intercept enemy fleets, when it's impossible to know how much fuel would be needed for the return journey. I imagine it would cause similar problems in Stellaris if active fuel gauges were added and fleets run out of fuel chasing down targets. But it was fun to have lots of tankers in battle and for them to all explode in big chain reactions. So yes, in Stellaris fuel is mechanically less complex and interesting than a game like Sword of the Stars, but fuel is still meaningful when you can run out of supplies and lose your ships, or merely lose sublight speed and combat effectiveness.

I'm also curious as to how you'd view the Strike Craft that are somehow performing anti-piracy patrols. Do they not have any need for fuel, reaction mass, etc., even just to patrol a single star system, never mind somehow FTLing down a hyperlane or two?

For anti-piracy patrols I picture the carrier deploying thousands of cube-sattelites, all fanning out to form a large sensor web. Have you ever heard of the concept of "Astronomical interferometer"? https://en.wikipedia.org/wiki/Astronomical_interferometer

It's a form of scanning space where you use multiple telescopes, but you place each of these smaller telescopes really far apart. You link together the data from each small telescope, and with a bit of complex maths they function like a single telescope with a monumentally huge aperture equal to the distance between the tiny telescopes (as long as you're very careful with positioning).

On earth just moving the telescopes a few meters or km apart has a massive effect. The Very Large Telescope (rather boring name) with 4x 8.2m telescopes makes something equal to a single 130m telescope. Add in four smaller 1.8m telescopes and they all combine to make something equivalent to a 200m diameter mirror telescope, increasing the resolution of images you get by 25 times. I imagine some continuation of that concept could be used to look for evidence of pirates in locations that shouldn't be populated, or to counter jamming or other measures pirates may be using to disguise their operations. So one option I imagine is that the carrier could be deploying sensors instead of weapons on the strike craft to hunt for pirates locally or in nearby systems.

Or I could imagine that the strike craft are escorting trade ships in deep space between hyperlanes where the fighters don't have to escape gravity wells and can even be refuelled from, and dock with, the traders they are escorting if they need to (while corvettes would be carrying their own fuel). In real life we can fit drones and even helicopters on cargo ships quite easily now, it's not a stretch to imagine large space-cargo-ships would have more advanced capabilities.

Also, it's easy to imagine situations where you'd want to spread out your military force and be in several places at once. Having lots of strike craft would let you pick-off fleeing ships after a battle or to scan cargo at close-range looking for contraband or other illegal activities that would help fund or otherwise contribute to piracy. It would also let you transfer prisoners from captured vessels or to collect taxes from lots of small outposts.

So the TLDR:
1. Fuel is important in real life (95% of ship mass)
2. Fuel is represented in Stellaris passively by upkeep costs, Dark Matter costs and deficit situations that can disband half of all ships when you run out of supplies.
3. Fuel and reation mass will continue to matter in real life. Fuel efficiency at maximum when reaction mass leaves the ship at close to the speed of light.
4. Strike Craft could reduce piracy in lots of ways: scanning for pirates, escorting traders, chasing down ships, boarding and transporting prisoners or VIPs etc.
 
  • 1
Reactions:

Cordane

GW/SC/PD/Flak Wonk
16 Badges
Sep 25, 2013
608
335
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
I am indeed fixating on the single realistic datapoint we have. The exact numbers (95%) matter less than the general take-away message that the vast majority of the mass of a spaceship is fuel, so saving fuel is really important. Looking for realism means you can't just dismiss the real world and decide that fuel doesn't matter or is effectively weightless. Fuel and reaction mass account for the majority of the mass of a spaceship currently, and probably will continue to do so for quite a long time even with advancements in technology reducing the ratio of fuel needed over time up to a limit (the limit of improvement here being when reaction mass leaves the engine at close to the speed of light). If you say fuel doesn't matter, or speculate on advancements that would make the weight of fuel insignificant then you stop being realistic. If you want to use realism arguments you must extrapolate from real data, not dismiss the real data for your own speculation on future technology.

So, while I agree that once you get past chemical thrusters on to Dark Matter thrusters and reactors then you're defying the laws of physics and ships wouldn't function in a way we are familiar with. So realism arguments should disappear once you're into late-game technology levels. But you say "Stellaris does not account for fuel or reaction mass in any meaningful place in the rules" While I would argue that fuel is actually more important at high tech levels when you have to store Dark Matter to use as fuel/reaction mass and need to secure a fuel supply (Black Hole), and it is always relevant in terms of energy upkeep - the fuel costs of undocking a fleet can cause a situation if you aren't careful, resulting in half of your military ships being lost or at least their speed crippled... that is about as meaningful as you can get.

So, if strike craft lack FTL drives they would also not have to carry FTL fuel/reaction mass. For the sublight thrusters, and sublight fuel/reaction mass, if you only need fuel for a single flight rather than years of operation deep in enemy territory then you also cut a lot of the mass a fighter would have vs completely independent ship of a similar size like a corvette. That is the point I am trying to make. Although I do think Carriers realistically would have a higher energy upkeep cost, that oversight doesn't bother me.

My point is there's a big difference between carrying enough reaction mass for one flight like a strike craft vs the situation corvettes face of having to carry enough reaction mass to freely enter and exit planet gravity wells for years. It's possible strike craft would not need to carry any reaction mass at all, I mentioned in my first post all the ways that could work using current levels of technology. In Stellaris you often can have a single fleet move from gravity well to gravity well bombarding and invading. While fighters only need to fly to one engagement location (in deep space) before being picked up by the carrier. It's a massive saving of fuel however you look at it.

Also while fuel is only accounted for passively in terms of energy upkeep, that can still be as meaningful as a more active mechanic like ships needing to manually refuel. To me this is merely a gameplay conceit as refueling can be frustrating and fiddly in a real-time game and doesn't always add to strategy more than it would cause problems. I remember how fun fuel was in Sword of the Stars, but that was turn-based with no fuel use in the real-time combat portions. But I also remember how annoying it could sometimes be for a fleet to get stuck 1 light year away from the target because I thought I'd be able to refuel on the way and the tankers I'd left on the route were empty, taking several turns to get fuel to those ships and issue new orders.

It's fine for me to have fuel in a passive economic role rather than an active strategic role. Also the AI needs to be able to use it. In Sword of the Stars fleets would often get stuck in deep space when trying to intercept enemy fleets, when it's impossible to know how much fuel would be needed for the return journey. I imagine it would cause similar problems in Stellaris if active fuel gauges were added and fleets run out of fuel chasing down targets. But it was fun to have lots of tankers in battle and for them to all explode in big chain reactions. So yes, in Stellaris fuel is mechanically less complex and interesting than a game like Sword of the Stars, but fuel is still meaningful when you can run out of supplies and lose your ships, or merely lose sublight speed and combat effectiveness.



For anti-piracy patrols I picture the carrier deploying thousands of cube-sattelites, all fanning out to form a large sensor web. Have you ever heard of the concept of "Astronomical interferometer"? https://en.wikipedia.org/wiki/Astronomical_interferometer

It's a form of scanning space where you use multiple telescopes, but you place each of these smaller telescopes really far apart. You link together the data from each small telescope, and with a bit of complex maths they function like a single telescope with a monumentally huge aperture equal to the distance between the tiny telescopes (as long as you're very careful with positioning).

On earth just moving the telescopes a few meters or km apart has a massive effect. The Very Large Telescope (rather boring name) with 4x 8.2m telescopes makes something equal to a single 130m telescope. Add in four smaller 1.8m telescopes and they all combine to make something equivalent to a 200m diameter mirror telescope, increasing the resolution of images you get by 25 times. I imagine some continuation of that concept could be used to look for evidence of pirates in locations that shouldn't be populated, or to counter jamming or other measures pirates may be using to disguise their operations. So one option I imagine is that the carrier could be deploying sensors instead of weapons on the strike craft to hunt for pirates locally or in nearby systems.

Or I could imagine that the strike craft are escorting trade ships in deep space between hyperlanes where the fighters don't have to escape gravity wells and can even be refuelled from, and dock with, the traders they are escorting if they need to (while corvettes would be carrying their own fuel). In real life we can fit drones and even helicopters on cargo ships quite easily now, it's not a stretch to imagine large space-cargo-ships would have more advanced capabilities.

Also, it's easy to imagine situations where you'd want to spread out your military force and be in several places at once. Having lots of strike craft would let you pick-off fleeing ships after a battle or to scan cargo at close-range looking for contraband or other illegal activities that would help fund or otherwise contribute to piracy. It would also let you transfer prisoners from captured vessels or to collect taxes from lots of small outposts.

So the TLDR:
1. Fuel is important in real life (95% of ship mass)
2. Fuel is represented in Stellaris passively by upkeep costs, Dark Matter costs and deficit situations that can disband half of all ships when you run out of supplies.
3. Fuel and reation mass will continue to matter in real life. Fuel efficiency at maximum when reaction mass leaves the ship at close to the speed of light.
4. Strike Craft could reduce piracy in lots of ways: scanning for pirates, escorting traders, chasing down ships, boarding and transporting prisoners or VIPs etc.
BTW, when you have a ship that is 95% fuel by mass, especially fuel less dense than the structure and operational systems, you're not really leaving a whole lot of volume for that structure and those systems.

For the Corvette that I talked about in the OP, I have it as approximately a cylinder 400 meters long and 80 meters across, or a volume of about 2.01M cubic meters. Assuming the propellant and/or reaction mass are as dense as the other materials, if you take 95% of that, it's about 1.91M cubic meters. Removing that volume equally around the cylinder above leaves you with a skin of the ship that is 0.92 meters thick. (Basic steel has a density of 7.84 g/mL, while solid propellants are between 1.5 and 1.85 g/mL and something like liquid oxygen is 1.141 g/mL - liquid hydrogen is 0.071 g/mL, lol.) If you're really smart, you could have liquid water (basically 1.0 g/mL) or something similarly dense, inert, and plentiful (in an unrefined state that a warship can reach without landing) as your reaction mass, surrounding any fuel, but then you've really cut into the average thickness of your warship's skin where all of the structure and systems are supposed to be.

No.
Way.
In.
Hell.
Is that a warship to then compare to your Strike Craft.

The only aspect of "realism" about Stellaris that I covered in the OP was the rule that a smaller ship does less damage (and can only take less damage) than a bigger ship, with that difference being more than proportional, and if a Strike Craft (which would actually fit inside Hangars) sticks to that rate of damage drop-off, it would do and take considerably less damage than was being shown in the vanilla rules. You posited that the massive difference in fuel and/or reaction mass would make the difference in damage, when 1) your theoretical "95% fuel" basis-warship would never exist, and more importantly 2) nothing in Stellaris suggests that even starting empires' warships make any kind of concessions in that direction. I have granted that there would be some space savings by removing some systems unneeded in a shorter-endurance patrol craft, but I don't see it being near enough to make up the difference to even half of an L-slot X-Ray Laser's output, never mind all the way to vanilla SC output.

I want SC to be successful as a weapon system, but I don't see enough reasons just at the weapon output level to justify the vanilla numbers. I think there are other ways to get the two numbers closer to each other, but I think the bigger issue is actually direct-fire weapons being far too accurate at similar ranges to what SC are stuck operating at. To put it another way, if SC were capable of less than 14.09 DPD (as a wing) but at 10x the effective range of direct-fire L- and X-slot weapons (WWII carrier attack planes had ranges dozens that of even battleship main guns), would you sign up for that? That's the kind of realism I'm looking for.
 

Finestela

Second Lieutenant
20 Badges
Jan 1, 2020
108
166
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Stellaris
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
That's why all of the calculations are comparing warships and their components to other warships/components, not to any other system in Stellaris. The process should be internally consistent even if it has no bearing on anything else in the game.

And this pretty much sums up your entire argument throughout the post:

'Cause I said so.
Every single assumption you've made can be and was countered, but the counter point doesn't count, 'Cause I said so.
Metal cost not scaling with actual mass of stuff everywhere else in the game, but is totally, definitely, 100%, realistically scaled in ships, 'Cause I said so.
Metal cost is totally, definitely, 100%, realistically, scaled not just in ships, but also between ships and components, 'Cause I said so.
Metal cost should be looked at exclusively within the base hull, weapons, utilities, and core? Bogus! Of course they are scaled realistically across categories, 'Cause I said so.
Fuel for the ships? Ignorable, 'Cause I said so.
Physics Laws on Motions? Doesn't apply here, 'Cause I said so.

The list goes on.

And you complain about how people don't take your argument seriously?

You can't argue your proposal on basis of "realism" by saying that the only "realism" that matters is your own definition of it. And every single counterpoint are invalid just 'Cause I said so. Discussions, arguments, debates, doesn't work like that, and your insistence on conducting it in such a way won't convince anyone the validity of your argument.
 
  • 1
Reactions:

Cordane

GW/SC/PD/Flak Wonk
16 Badges
Sep 25, 2013
608
335
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
And this pretty much sums up your entire argument throughout the post:

'Cause I said so.
Every single assumption you've made can be and was countered, but the counter point doesn't count, 'Cause I said so.
Metal cost not scaling with actual mass of stuff everywhere else in the game, but is totally, definitely, 100%, realistically scaled in ships, 'Cause I said so.
Metal cost is totally, definitely, 100%, realistically, scaled not just in ships, but also between ships and components, 'Cause I said so.
Metal cost should be looked at exclusively within the base hull, weapons, utilities, and core? Bogus! Of course they are scaled realistically across categories, 'Cause I said so.
Fuel for the ships? Ignorable, 'Cause I said so.
Physics Laws on Motions? Doesn't apply here, 'Cause I said so.

The list goes on.

And you complain about how people don't take your argument seriously?

You can't argue your proposal on basis of "realism" by saying that the only "realism" that matters is your own definition of it. And every single counterpoint are invalid just 'Cause I said so. Discussions, arguments, debates, doesn't work like that, and your insistence on conducting it in such a way won't convince anyone the validity of your argument.
Wow, strawman much?

I never said that the Alloy costs for warships and their components were realistically scaled - I said that comparing like-for-like of warships to other warships and components to other components was all I was doing, without any comparison to how other systems within the game are handled. Stellaris as a whole does a crap job trying to simulate actual costs for anything, but that's because it's a grand strategy game, not an empire simulator, and I'm not asking it to be different from that.

I broke down DrFrankenfurter's contention that warships (in comparison to Strike Craft) would be overwhelmingly constructed to just carry fuel and reaction mass, and that the short-endurance nature of Strike Craft would mean that they could somehow do away with fuel/reaction mass themselves and use all that available mass/volume to end up individually doing more damage than a Corvette that's many times its size. And I didn't say without basis that fuel obviously isn't a concern within this game, the designs for the warships in Stellaris should tell you that. If it's not a concern for the warships in this game, the mass/volume savings for the SC can't be anywhere as big as he was contending, especially when you factor in the extreme fuel/reaction mass needs for an SC in flight, as I stated earlier.

The times I brought up physics, I showed my math, because it does apply here - exact opposite of your statement, and if you're convinced you're right, show your math.

Tell me the rest of your list, I'll wait. And quote the examples, show me where I'm wrong and why, exactly where I was baselessly dismissive.
 

DrFranknfurter

Major
26 Badges
May 8, 2017
647
1.945
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Sword of the Stars
BTW, when you have a ship that is 95% fuel by mass, especially fuel less dense than the structure and operational systems, you're not really leaving a whole lot of volume for that structure and those systems.

For the Corvette that I talked about in the OP, I have it as approximately a cylinder 400 meters long and 80 meters across, or a volume of about 2.01M cubic meters. Assuming the propellant and/or reaction mass are as dense as the other materials, if you take 95% of that, it's about 1.91M cubic meters. Removing that volume equally around the cylinder above leaves you with a skin of the ship that is 0.92 meters thick. (Basic steel has a density of 7.84 g/mL, while solid propellants are between 1.5 and 1.85 g/mL and something like liquid oxygen is 1.141 g/mL - liquid hydrogen is 0.071 g/mL, lol.) If you're really smart, you could have liquid water (basically 1.0 g/mL) or something similarly dense, inert, and plentiful (in an unrefined state that a warship can reach without landing) as your reaction mass, surrounding any fuel, but then you've really cut into the average thickness of your warship's skin where all of the structure and systems are supposed to be.

No.
Way.
In.
Hell.
Is that a warship to then compare to your Strike Craft.

The only aspect of "realism" about Stellaris that I covered in the OP was the rule that a smaller ship does less damage (and can only take less damage) than a bigger ship, with that difference being more than proportional, and if a Strike Craft (which would actually fit inside Hangars) sticks to that rate of damage drop-off, it would do and take considerably less damage than was being shown in the vanilla rules. You posited that the massive difference in fuel and/or reaction mass would make the difference in damage, when 1) your theoretical "95% fuel" basis-warship would never exist, and more importantly 2) nothing in Stellaris suggests that even starting empires' warships make any kind of concessions in that direction. I have granted that there would be some space savings by removing some systems unneeded in a shorter-endurance patrol craft, but I don't see it being near enough to make up the difference to even half of an L-slot X-Ray Laser's output, never mind all the way to vanilla SC output.
I'll take your calculations as correct and use them. So the summary would appear to be the opposite of what you concluded:
"when you have a ship that is 95% fuel by mass, especially fuel less dense than the structure and operational systems, you're not really leaving a whole lot of volume for that structure and those systems."
But even with 95% mass as fuel you have a lot of mass left over for structure and systems, more than you need.

Using 95% of the volume for fuel, the proposed size of corvette could only have 920mm thick armour (that's a lot of armour, the guinnessworldrecords for the thickest armour on a ship is 1,070mm though I'm honestly surprised that number is so low)
If only 90% of the volume for fuel the same size of corvette could have 1,840mm thick armour... roughly. It would be twice the weight of armour, though the change in diameter would depend on the densities of reaction mass vs armour, which could actually go either way.

After a point you'd have far more armour than you would possibly need and can start using that saving for additional weapons. But how thick does armour need to be? What's it like in reality, not just hypothetically?

The thickness of the hulls of warships depends on their combat purpose. In extreme cases, it can be from 3 mm for mine warfare ships to even 650 mm on the 1941 battleship “Yamato” [1]. Nowadays, armored units are no longer used, which, along with the development of the quality of the produced steel and changes in the concept of war at sea (reduction of the use of artillery projectiles), has changed the thickness of the ships’ hulls. To reduce the ship’s magnetic field, glass-polyester laminates were also used. These materials, in most cases, have almost no bullet resistance.
...
Due to the change in the concept of war at sea, the plating of both ships and warships has decreased and ranges from 2 to 20 mm in most cases.
So the basic corvette, using your numbers, would have 50% more armour than the 1941 battleship Yamato and almost world-record levels of armour... at least 300x the armour of mine warfare ships today (and other ships that use very lightweight and non-conducting materials, with the general trend being to have thinner and thinner hulls). With armour not designed to stop ballistic weaponry like in Stellaris but instead to help evade detection (boosting evasion by reducing enemy tracking).

In general I'm not quite sure what you're trying to argue. It seems self-evident from your own calculations that even small reductions in fuel carried (by not needing FTL drives) could free up a huge mass for the payload of the ship. And that even spending 95% of the mass on fuel and you can still have a lot of mass for armour or weapons. Save some fuel and you can have far more armour than current warships, or indeed almost any warship ever built (though not every warship ever designed, the planned Project Habakkuk was a carrier design with 12,000mm thick armour, intending to be torpedo-proof with pykrete armour it is probably a much cooler example... but that was just a reinforced iceberg with refrigeration problems).

Whatever the scale of savings, non-FTL equipped strike-craft could use the mass saved to mount more weapons than a comparable ship that needs an FTL drive. Just like how Platforms and Starbases have far more hull and armour than other FTL-capable ships. They don't need to move so save on reaction mass and FTL drives. They use the saving for better defences than a mobile vessel can mount... but suffer from having no evasion and no disengagement chance sadly... and from the fact that the big fun platforms were patched out of the game just when Ion cannons were added in paid DLC... that still irks me.

So, it doesn't have to be as extreme as 95% reaction mass used for fuel. And more efficient propulsion system would indeed use far less fuel. One currently very efficient but sadly very slow propulsion technique is ion propulsion. It uses half the reaction mass, but is currently much slower.

Also as an aside here, you say water is inert, or rather you say you'd want something as similarly dense and inert as water... but water isn't inert. It's the opposite, water really likes to react with metals and almost everything else. But water would be useful for other reasons like being used as radiation shielding and even armour (see Pykrete). Water is vital for all life primarily because it is so reactive. But ships using efficient ion drives do use noble gasses, inert meaning that they don't form chemical bonds easily. Forming bonds would be a problem if the reaction mass exits the ship with residual charge, sticks to metal and starts to corrode the ship or other ships nearby. Though inert gasses aren't that common or cheap, a bit expensive on earth at least (something like £2460/kg for xenon).

On Ion Propulsion:
The "Deep Space 1" spacecraft had only 113kg of xenon as reaction mass, with a dry weight of 373kg for 23% of the total mass as fuel/reaction mass. At the time it was a breakthrough and used half the mass of comparable technologies.

But that's a one-way trip only needing 23% total mass as reaction mass.
If you want to stop add another 113kg xenon to decelerate.
If you want to accelerate back home add another 113kg xenon.
Stop when you reach home? another 113kg xenon.
But now the starting ship mass is 93% higher so the first stage will need 93% more fuel to reach the same speeds.
The second stage needs 70% more fuel and so on
The last step is unchanged.
The first 113kg used is now 218kg... but that adds 105kg to the total weight so you need to add a little more fuel to each stage and so on.

The feedback loop continues until you end up with a seemingly ridiculous % of the ship being reaction mass for simple journeys (like more than 90% of total mass as fuel/reaction mass).

I know it's not obvious, but the reaction mass needed for spaceflight is often huge. The distances are really huge. Even using extremely efficient methods of propulsion it takes a lot of mass to accelerate and decelerate even just a few times. Not to mention flying for years in enemy space moving from planet to planet, although you could imagine the ship could pick up mass at each stop on the way to use, so you only need enough reaction mass for a couple of fights before stopping at some asteroids for fuel... but that means big ships also need mining and refinery equipment to save some weight on fuel.

I want SC to be successful as a weapon system, but I don't see enough reasons just at the weapon output level to justify the vanilla numbers. I think there are other ways to get the two numbers closer to each other, but I think the bigger issue is actually direct-fire weapons being far too accurate at similar ranges to what SC are stuck operating at. To put it another way, if SC were capable of less than 14.09 DPD (as a wing) but at 10x the effective range of direct-fire L- and X-slot weapons (WWII carrier attack planes had ranges dozens that of even battleship main guns), would you sign up for that? That's the kind of realism I'm looking for.
I'm confused as to what you want here. I'm trying to give you reasons to justify the damage output but I don't think you like that. It sounds like you just want to nerf Strike craft damage down by at least 50% while increasing range (a bit harsh to cut DPS that much but not ridiculous if the aim is for total damage during the entire battle to be the same, but it would be pointless to make those changes if there's no intent to change the total damage... so I assume a big nerf is the intended outcome).

You want them to have longer than Long range. Strike craft already outrange L-slot weapons - the carrier computer can cause a +100% Engagement range, the carrier staying at 150 range that, in theory at least (when it works) should keep them out of Long range weapons (80) for some time, even with the +20% bonus range from the computer system. I wouldn't oppose increasing the engagement range to cover the entire gravity well, but if you wanted to reach 10x the range you'd need to shrink L range down or expand the size of systems as they currently aren't nearly large enough for that to work. Though current ship speeds make any changes here fairly inconsequential. As an aside it would be nice to have some visual indicators of distance because it's not obvious how large systems even are... and yes you'd probably need to slightly reduce DPS if strike craft were in battle for weeks before getting into Long range.

I'm also confused as to what you want with regards to accuracy and DPS. The 14.09 DPS mentioned confused me, because it seemed oddly specific (2 decimal places, but no matching results on the wiki), dividing by 3 that's 4.69 DPS which is equal to a small X-Ray laser. So you want a H slot max damage to equal 3 small X-ray lasers in damage? I don't think that would work as a change in isolation. The section needs to compare with the other L-slot weapons it could equip for balance, and those do far more damage than that (42.41 DPS for Neutron Launchers, not accounting for the bonus damage to hull).

You say other weapons are too accurate at similar (Short? or Long?) ranges that strike craft operate at. But Strike craft already have 100% accuracy and up to 100% tracking (at range 10) vs a mere 75% accuracy and 50% tracking for S-Gauss weapons at range 50. And L-slot weapons already have 0% tracking, although a negative tracking value that boosted enemy evasion wouldn't be a terrible idea I suppose. In general it looks like Strike craft already work exactly as you suggest they should. At least in small systems when the engagement range already covers most of the system. As increasing the range isn't going to matter that much it sounds like you want Strike craft damage nerfed significantly. That's easy to understand as a balance suggestion. Strike craft may have been overbuffed in previous patches but the damage stats are arbitrary and set for gameplay balance concerns and those numbers are not connected to realism. I don't think the argument from a realism standpoint works, nor does the game need to focus on realism to work. I would rather have have a fun game than one that tries too hard to be realistic (and I don't think you are actual using reality as a guide).


Anyway... I do enjoy thinking about these things. And I have enjoyed your prompts... Though I suspect you will continue to hit the respectfully disagree button no matter what I, or anyone else has to say.

I certainly don't think Stellaris combat, or Strike craft balance is perfect, I have issues with combat in general, a lot of issues actually. But I'm not expecting things to improve dramatically or for the changes to be quick. There's just so much that will need adjusting in a combat overhaul. And I don't have that much hope it'll go smoothly as previous changes have removed features and often made situations worse in my opinion.


My top issues with H-Slot balance:

First, that problem that Carriers combat behaviour is bugged and they try to get into knife-fighting range to fire their S and PD weapons (which aren't really needed and just waste space). But that type of bug has been mentioned by the devs so I hope it'll be fixed... and I hope the fix doesn't introduce any new issues, like carriers trying to kite enemies (good for realism) only to end-up stuck in combat as they quickly flee from each other into deep space rather than standing and fighting.

Second is an old design change, in prior versions there were two sublight speeds, an out-of-combat speed and a second much lower combat speed. The two stats were merged, this resulted in ships moving far too fast into combat and all the consequences of range were reduced. This small change upset me, purely for the loss of visuals, it made once pretty battles into frantic and ugly ball of death (to me at least vs early versions of Stellaris). Also sublight speeds were increased dramatically after the FTL changes to compensate for requiring ships to move to the hyperlane to charge FTL drives... this made it all even worse. I hope the devs revisit this, especially now we have hyper-relays, gateways and jump-drives, perhaps we don't need such high late-game in-combat sublight speeds. But any change will need to accompany a rework of all weapons to avoid making Long-range, alpha-strike weapons like Neutron Launchers even stronger.

Third, the massive issue of Neutron Launchers. They are a bit ridiculous now. But they weren't always so comically stupid. These weapons made sense originally when energy torpedoes (and disrupters) were anti-shield weapons. Then Neutron Launchers were the high-damage, alpha-strike, anti-shield weapon for energy builds that would be followed by shorter-ranged lasers and plasma to cut through the now-unshielded enemy. But changes have made them beyond strange. They have a longer range (130) than the anti-shield energy weapons (50, 120) and most of the anti-shield kinetic weapons (30, 100, 120). They also have more DPS and a massive bonus to Hull when the only weakness being poor shield damage when added terrain like pulsars completely remove shields making Neutron launchers even stronger. So... they need work to make sense and more work to be balanced.

Fourth would be number tweaks. H-slots were perhaps overbuffed to compete with Neutron Launchers and to compensate for all the myriad of bugs they have had in previous versions that made them completely useless. Things like strike-craft flying off randomly, not engaging properly or interacting strangely with missiles and PD, or not benefiting from repeatable techs, when only the first ship out of entire squads would gain a benefit. So once strike-craft are deemed to be in a relatively bug-free state I'd gradually adjust their DPS and make sure all weapon types have balanced damage outputs while making sure all ships and weapons have a role to play.
 

Verx90

General
47 Badges
Mar 22, 2014
2.327
1.947
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Magicka
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Victoria 2
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Stellaris: Synthetic Dawn
i... i'm actualy confuse by the " realistic Srike Craft" ...

i mean.. realisticaly , are we sure we would even want SC ?
what is theyr role?
in what form ? drones? autopilot ?

i mean, a missle would need so much less work , and the extra-fuel would just add to the power.

i can see some "rule" like thrusters requiring some kind of super - rare material , so you can't just trow them to theyr death .

but the more i think about it, the more i can't see space ship using anything apart from BIG guns and missles, guns for slow moving target, and missle for the fast ones.

lasers... lasers are bad. they need alot of power, and they have very limited effective range .

trowing plasma ? i mean... apart from the speed you can reach with it, but ... its energy , plasma weapons try to "melt" the target , that mean you need , again, alot of energy . a bullet is the same thing, with the difference that it will focus the energy on a smaller surface and don't waste energy "melting" the target.

you don't want simply energy to explode around a armored target, you want to penetrate it and explode. thats where missle enter in the game.


i think of star trek , theyr best weapon was probably the thing ( i don't know the name ) that fire rockets\lasers against the target then hit the target like a torpedo.

it is .. concetualy a waste of time building it like that.. i mean, just make it a torpedo . and shot more torpedo . its faster.
but concectualy , that the closest thing to a SC that i can think could be usefull .
 

Cordane

GW/SC/PD/Flak Wonk
16 Badges
Sep 25, 2013
608
335
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
I'll take your calculations as correct and use them. So the summary would appear to be the opposite of what you concluded:
"when you have a ship that is 95% fuel by mass, especially fuel less dense than the structure and operational systems, you're not really leaving a whole lot of volume for that structure and those systems."
But even with 95% mass as fuel you have a lot of mass left over for structure and systems, more than you need.

Using 95% of the volume for fuel, the proposed size of corvette could only have 920mm thick armour (that's a lot of armour, the guinnessworldrecords for the thickest armour on a ship is 1,070mm though I'm honestly surprised that number is so low)
If only 90% of the volume for fuel the same size of corvette could have 1,840mm thick armour... roughly. It would be twice the weight of armour, though the change in diameter would depend on the densities of reaction mass vs armour, which could actually go either way.

After a point you'd have far more armour than you would possibly need and can start using that saving for additional weapons. But how thick does armour need to be? What's it like in reality, not just hypothetically?


So the basic corvette, using your numbers, would have 50% more armour than the 1941 battleship Yamato and almost world-record levels of armour... at least 300x the armour of mine warfare ships today (and other ships that use very lightweight and non-conducting materials, with the general trend being to have thinner and thinner hulls). With armour not designed to stop ballistic weaponry like in Stellaris but instead to help evade detection (boosting evasion by reducing enemy tracking).
That skin of the ship that you're taking to be just armor, it has to be used for EVERYTHING besides the fuel/reaction mass - structure, armor, all operating systems, everything. Sure, some of that mass & volume of material could be used as armor, but that's after everything else gets what it needs.

On the issue of armor, you're taking the RW aspect of your realism a bit far. A Corvette has three S-slots for utilities compared to a Battleship's six L-slots, so at Tier-3, the Corvette has three Durasteel Armor at 110 each for 330 points and the Battleship has six at 660 each for 3960 points (12x). But the Battleship has 4x the surface area of the Corvette, so at most the Battleship has 3x the armor thickness of the Corvette. In the RW, as you say, a corvette in a minelaying role has less than one percent of the armor thickness of the Yamato (which displaced, i.e., mass/volume of water, over 30x that of any corvette). Stellaris Corvettes are not tin cans in comparison to Stellaris Battleships, never mind that the Corvette length I used as an example would be more than half-again longer than the Yamato.

I pointed this out earlier in a couple of places:
SC don't travel faster-than-light, even figuratively, at least according to the stats on the Wiki.
  1. Corvettes have a base Speed of 160, and by Tier-3 would only have at best Impulse Thrusters at +75% (Speed 280 before other modifiers).
  2. Starting Corvette fleets typically take about a month to travel from a Starbase to past the outermost proper planet to get to the hyperlane point. If Stellaris' planetary systems are similar to our own RL solar system, it's about 30 AU (~4.5 billion kilometers) to past Uranus' orbit.
    1. If it were only constant acceleration (accel, flip, decel to 0 velocity at limit) over 30 days, the acceleration would be about 27.3% of one gravity (2.68 m/s^2), resulting in a maximum velocity of 3,473 km/s (1.16% c).
    2. More likely, based on how the ships move on the system map, acceleration is only over the first few and last few days, but you still end up with a typical max velocity of around 1,800 km/s (0.60% c).
  3. Tier-3 Adv Strike Craft have a base Speed of 700 or 2.5x that of the Corvette above, which is travelling at most a couple percent of light-speed. Periods of acceleration on SC aren't ever long enough to come close to relativistic effects, never mind the actual speed of light.
What exactly is the Corvette expending in order to travel through deep space that the Strike Craft isn't using to accelerate between 4x to 16x the rate of that Corvette? Reaction mass? Fuel? The only things that long term space travel uses up more on a Corvette or other warship versus not being used on a Strike Craft are food/water stores and accommodations, which are comparatively small relative to other supplies and systems.
A Corvette would, in normal cruising, burn through 30 days of approximately 1/4 gravity thrust on one trip from the star-orbiting Starbase out to the hyperlimit, or 7.5 thrust-days. It then hyperlanes to another system (don't have a clean value for what that might use up) and then another 30 days and 7.5 thrust-days to get to the next star. Reverse that trip back to supply, and you've run through 30 thrust-days plus two hyperlane transits.

A Strike Craft heading out for just a 2-day sortie at full 8-gravity acceleration, goes through 16 thrust-days of fuel/reaction mass. If it stays out for longer or has a higher acceleration, it burns through more. It's easily possible that the Strike Craft needs just as much fuel/reaction mass, relative to the overall mass of the ship, as a Corvette or Battleship.
 

DrFranknfurter

Major
26 Badges
May 8, 2017
647
1.945
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Sword of the Stars
That skin of the ship that you're taking to be just armor, it has to be used for EVERYTHING besides the fuel/reaction mass - structure, armor, all operating systems, everything. Sure, some of that mass & volume of material could be used as armor, but that's after everything else gets what it needs.

On the issue of armor, you're taking the RW aspect of your realism a bit far. A Corvette has three S-slots for utilities compared to a Battleship's six L-slots, so at Tier-3, the Corvette has three Durasteel Armor at 110 each for 330 points and the Battleship has six at 660 each for 3960 points (12x). But the Battleship has 4x the surface area of the Corvette, so at most the Battleship has 3x the armor thickness of the Corvette. In the RW, as you say, a corvette in a minelaying role has less than one percent of the armor thickness of the Yamato (which displaced, i.e., mass/volume of water, over 30x that of any corvette). Stellaris Corvettes are not tin cans in comparison to Stellaris Battleships, never mind that the Corvette length I used as an example would be more than half-again longer than the Yamato.

I pointed this out earlier in a couple of places:


A Corvette would, in normal cruising, burn through 30 days of approximately 1/4 gravity thrust on one trip from the star-orbiting Starbase out to the hyperlimit, or 7.5 thrust-days. It then hyperlanes to another system (don't have a clean value for what that might use up) and then another 30 days and 7.5 thrust-days to get to the next star. Reverse that trip back to supply, and you've run through 30 thrust-days plus two hyperlane transits.

A Strike Craft heading out for just a 2-day sortie at full 8-gravity acceleration, goes through 16 thrust-days of fuel/reaction mass. If it stays out for longer or has a higher acceleration, it burns through more. It's easily possible that the Strike Craft needs just as much fuel/reaction mass, relative to the overall mass of the ship, as a Corvette or Battleship.
I will try again...

An independent FTL-capable spaceship operating in enemy territory would need to carry far more reaction mass than just enough for a single short trip, and even a single extra leg of the journey adds a massive amount of fuel needed. But it's not just one extra jump, the ship would need to be able to operate, not for 30 days but for 300 or 3000 days or more, moving through neutral space, fighting the intense gravity of black holes and skirting around hostile creatures and hazards, moving through empty systems barren of resources all before even seeing battle. Then it would need to fight again and again, only to go through the same journey on the way back. Your Corvette example would spend 30 units of fuel, or 2x as much fuel and only has a max range of 1 system before it would need to stop and refuel... while in-game corvettes can travel 60 hyperlanes away and still fight.

But Strikecraft just need enough reaction mass for a single sortie. They need a lot less fuel and reaction mass (so could be much smaller). Or, for the same size ship with the same amount of fuel can carry much more cargo in terms of weapons payload... but how much more cargo?

Here's a handy site to see the difference without getting too deep in the maths, I'm glad I found it because it's rather good. I'd like to see an in-orbit refuelling section but other than that it's great:

If you keep the defaults and only change the distance travelled. A Saturn V rocket going to LEO can carry 144,412kg. Going to the Moon, 48,617kg. To Pluto only 789kg.
So 4.72% Useful Payload mass to LEO, 1.64% to the moon, 0.03% useful payload mass reaches the Trans-Pluto Injection orbit.
Or the inverse. Dry mass + fuel on a short trip is 95% total mass, a longer trip is 98% total mass, and at max distance is 99.97% total mass.

If you assume that 789kg represents the mass of 1 gun, you could take 183 guns a single short trip (LEO), 61 guns on a longer trip (Moon), or 1 gun on a very long trip to the max range of the ship (Trans-Pluto injection orbit).

Corvettes have to carry cargo for a much longer trip (operating closer to their maximum range) so would not be able to carry as much cargo (down to just 3 Guns).
The same Corvette-sized strike-craft with the same amount of fuel used but only making a single short trip can carry far more cargo, 183x as much cargo in this example. So if the cargo capacity was used entirely for weapons systems, a short-range craft could do 60x the DPS of a similar ship operating close to, but still below max range. Even if all you're saving is one burn worth of fuel it's still able to carry 3x the DPS.

So realistically Strike craft could easily have far more DPS than an independent FTL-capable ship from fuel savings alone without considering anything else. You don't need to consider the fact that the independent ship also has to carry food, personnel, consumer goods, medical supplies and operating facilities, communication, computers, FTL drives, living space, refineries, lifeboats/escape pods... with multiple redundant systems (e.g. having multiple bridges in the event of damage) etc. And if you're operating in deep space for years you would need everything we have on ships today like the Queen Elizabeth Carrier, from wikipedia:
Crew facilities include a cinema, five physical fitness areas (gyms),[60] a chapel[60] (with embarked naval chaplain),[61] and four galleys manned by sixty-seven catering staff. There are four large dining areas, the largest with the capacity to serve 960 meals in one hour. There are eleven medical staff for the eight-bed medical facility, which includes an operating theatre and a dental surgery.[44] There are 1,600 bunks in 470 cabins, including accommodation for a company of 250 Royal Marines with wide access routes up to the flight deck.[8]
And I've said before there are, at least theoretically, ways for the strike craft to not need to take ANY fuel or reaction mass. Being powered directly from the carrier/starbase with lasers, solar sails etc.

My point is that there's a lot of good reasons why strike craft modules could do more damage, or be more efficient in other ways than a corvette, purely from a realism perspective. Not even considering the gameplay reasons why you'd want them to have high DPS, but there are lots of those too.

Even if strike craft having high or low DPS wasn't realistic, gameplay and fun should always win over realism. Like flying X-Wings against swarms of TIE fighters. TIE fighters are a fun enemy, but they have the opposite issue of having too low DPS to be realistic. A swarm of cheap TIE fighters that save space and costs by removing shields and removing FTL drives should be able to mount more weapons rather than having less weapons. And even with more weapons they should still cost less when mass produced just from the standardization and economies of scale. But fighting an enemy that outnumbers and outguns you would not be fun or balanced.

In Stellaris, having to research a weapon system and chassis (Strike Craft+Cruisers) when all empires start with a counter already researched (PD) means that the DPS of strike craft will always have to be above average to compensate for the freely available counter.

In Sword of the Stars, Strike craft were less fun to use than I would have liked because they tried to be a little too realistic in lots of ways. The strike craft mounted the same size weapons as smaller ships and replaced larger weapon mounts on the carrier, so the carrier had lower DPS in return for a much longer range (but gravity wells and fights were very short from a technological limitation). The fighters were easy to shoot down because some weapons had 100% accuracy at short range and even arced to nearby ships (and very small ships could be shoved away with kinetic weapons, knocking them out of the fight or even into planets). Also strike craft needed a repair ship to replace losses after each battle (needing cruisers + repair tech)... but they had one big advantage in that the counter of PD needed to be researched first to effectively shoot them down (and wasn't always available in the tech tree).

Taken together this meant fighters were a terrifying enemy to fight in a big alpha strike when in the hands of neutral critters in the early game and could saturate your PD, before you even had access to PD... but rather lacklustre in player hands by the time you could field them as fighters could be defeated in detail against a similar strength foe.

So there were a few reasons that contributed to their poor performance, but I think the main factor was the cost to research even basic strike craft was prohibitively expensive (60,000 Research Points for fighters and 60,000 Research Points for Advanced Drone frames vs 15,000 Research Point for either PD or the 100% accuracy multi-hit Light Emitter) so you were very cheaply countered. But when it worked it did look absolutely amazing to see all the strike craft detach from carriers and swarm into battle. Just like how beautiful the first missile salvo looked blossoming outwards in every direction from launch tubes before turning and streaking towards the enemy. Or a dozen giant planetary missiles retargetting and curving around, splitting into smaller sub-munitions and spiralling towards the target to soak PD fire. It was a beautiful game, ahead of its time. But I'm afraid the developers got a little too distracted by realism in making the sequel and forgot to start with a fun, complete game... which was perhaps the single most disappointing gaming purchase I have ever made.

TLDR:

Realism, or it's not Rocket Science... actually it is.
+Ships use a lot of fuel
+One less burn can mean taking 3x as much useful cargo
+Difference between short and max range can be 183x as much useful cargo
+Strike craft should need less fuel, so it is logical that they have higher DPS

Gameplay, or Rule of Cool
+Strike craft need to be researched, so should be stronger than a default corvette or starting missile
+Strike craft damage is countered by starting PD technology, so DPS needs to be high or they would never be worth using
+Fun and cool should come before realism.
 
Last edited:
  • 1
Reactions:

SeraphAscending

Colonel
27 Badges
Jan 14, 2021
1.134
4.742
  • Knights of Pen and Paper 2
  • Crusader Kings III
  • Cities: Skylines - Campus
  • Prison Architect
  • Cities: Skylines Industries
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Magicka 2: Ice, Death and Fury
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Magicka 2
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV
  • Dungeonland
Realism, or it's not Rocket Science... actually it is.
+Ships use a lot of fuel
+One less burn can mean taking 3x as much useful cargo
+Difference between short and max range can be 183x as much useful cargo
+Strike craft should need less fuel, so it is logical that they have higher DPS

Gameplay, or Rule of Cool
+Strike craft need to be researched, so should be stronger than a default corvette or starting missile
+Strike craft damage is countered by starting PD technology, so DPS needs to be high or they would never be worth using
+Fun and cool should come before realism.
I have to admit, i only read the TL;DR and only skimmed through the last posts.
But aren't you kind of admitting that the ships carrying the strike craft would be where the fuel and all that is outsourced to?

Should it really make a strength difference for a ship to carry it's own weapons + ammo than carrying smaller vessels with weapons and ammo?
I don't see the logic there.

I agree with the Rule of Cool stuff, but i don't see an argument for Ships + Strike Craft to be stronger than Ships + Weaponry. (or did i misunderstand your point?)
Sure the DPS per weight might be better, but there is a lot more that just the Strike Craft weight for the Ships to carry. There needs to be hangar space and heavy duty machinery to work on the Strike Craft. All the Ammo, Fuel and Energy Sources need to be carried by the Ship, too. So i don't see how it would change anything about the total DPS the Ship + Strike Craft can output.
 
Last edited:

HFY

Field Marshal
28 Badges
May 15, 2016
8.550
19.946
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
Realism, or it's not Rocket Science... actually it is.
+Ships use a lot of fuel
+One less burn can mean taking 3x as much useful cargo
+Difference between short and max range can be 183x as much useful cargo
+Strike craft should need less fuel, so it is logical that they have higher DPS

Gameplay, or Rule of Cool
+Strike craft need to be researched, so should be stronger than a default corvette or starting missile
+Strike craft damage is countered by starting PD technology, so DPS needs to be high or they would never be worth using
+Fun and cool should come before realism.

AFAICT the rocket equation for fuel deals with chemical fuel, where stored energy is directly proportional to reaction mass.

But with more advanced propulsion systems, fuel may become proportional to stored energy (decoupled from mass).

Under the assumptions of chemical fuel, your reasoning is solid.

But I don't think those assumptions are valid in this game.
 
  • 1
Reactions:

Cordane

GW/SC/PD/Flak Wonk
16 Badges
Sep 25, 2013
608
335
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Synthetic Dawn
TLDR:

Realism, or it's not Rocket Science... actually it is.
+Ships use a lot of fuel
+One less burn can mean taking 3x as much useful cargo
+Difference between short and max range can be 183x as much useful cargo
+Strike craft should need less fuel, so it is logical that they have higher DPS

Gameplay, or Rule of Cool
+Strike craft need to be researched, so should be stronger than a default corvette or starting missile
+Strike craft damage is countered by starting PD technology, so DPS needs to be high or they would never be worth using
+Fun and cool should come before realism.
I'm just curious (not really) how far you'll have your examples be removed from anything that's in Stellaris in order to prove how "realistic" space warships would operate, to then prove how "realistic" Strike Craft would be so much better than any warship. Are you going to tell me now that Strike Craft should individually have more Hull, Armor, and Shields than just about any warship, because of how much less of their mass has to be set aside for fuel? How are the "PD" (Flak) guns supposed to destroy these invincible Strike Craft? Is this new Stellaris populated only by wings of Strike Craft with their blood-bag carriers laying back in wait for their flocks to come back home to roost?

I know you're trying to establish an absurdist "logical conclusion", so that relenting off of my suggested numbers to those in vanilla Stellaris would seem the "reasonable" compromise. I think your starting premise - that any warship would be built that is 95% fuel/reaction mass, or anywhere near it - is so ridiculous on its face that I can't just flatly accept the conclusions you draw from any exploration beyond it. But I'm not going to try to answer the Gish Gallop of more and more ridiculous stuff you keep proffering up.
 

DrFranknfurter

Major
26 Badges
May 8, 2017
647
1.945
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Sword of the Stars
I have to admit, i only read the TL;DR and only skimmed through the last posts.
But aren't you kind of admitting that the ships carrying the strike craft would be where the fuel and all that is outsourced to?

Should it really make a strength difference for a ship to carry it's own weapons + ammo than carrying smaller vessels with weapons and ammo?
I don't see the logic there.

I agree with the Rule of Cool stuff, but i don't see an argument for Ships + Strike Craft to be stronger than Ships + Weaponry. (or did i misunderstand your point?)
Sure the DPS per weight might be better, but there is a lot more that just the Strike Craft weight for the Ships to carry. There needs to be hangar space and heavy duty machinery to work on the Strike Craft. All the Ammo, Fuel and Energy Sources need to be carried by the Ship, too. So i don't see how it would change anything about the total DPS the Ship + Strike Craft can output.
Transport of fuel would indeed be a major role for the carrier, as it is today. e.g. using strike craft to collect and transport fuel from depos, and to refuel and resupply other craft and locations.

The carrier could do exactly what happens in real life and send a relay of tankers to extend the operational range of vessels:
Aerial refueling
The procedure allows the receiving aircraft to remain airborne longer, extending its range or loiter time. A series of air refuelings can give range limited only by crew fatigue and engineering factors such as engine oil consumption. As the receiver aircraft can be topped up with extra fuel in the air, air refueling can allow a takeoff with a greater payload which could be weapons, cargo, or personnel: the maximum takeoff weight is maintained by carrying less fuel and topping up once airborne. Aerial refueling has also been considered as a means to reduce fuel consumption on long-distance flights greater than 3,000 nautical miles (5,600 km; 3,500 mi). Potential fuel savings in the range of 35–40% have been estimated for long-haul flights (including the fuel used during the tanker missions).

So in answer to your question:
"Should it really make a strength difference for a ship to carry it's own weapons + ammo than carrying smaller vessels with weapons and ammo?"

Yes, you save at least by 35-40% on fuel just from having in-flight refueling, not to mention all the other stuff I've already mentioned.
Even if the Carrier is out of range of friendly tankers, friendly depos and cannot sit outside the field of battle refining fuel while it is stationary. Just from the fuel savings of in-flight refuelling alone you could still see a saving of 35-40% fuel use... and fuel savings could, using a realism argument, be represented by higher DPS.

I'm just curious (not really) how far you'll have your examples be removed from anything that's in Stellaris in order to prove how "realistic" space warships would operate, to then prove how "realistic" Strike Craft would be so much better than any warship. Are you going to tell me now that Strike Craft should individually have more Hull, Armor, and Shields than just about any warship, because of how much less of their mass has to be set aside for fuel? How are the "PD" (Flak) guns supposed to destroy these invincible Strike Craft? Is this new Stellaris populated only by wings of Strike Craft with their blood-bag carriers laying back in wait for their flocks to come back home to roost?

I know you're trying to establish an absurdist "logical conclusion", so that relenting off of my suggested numbers to those in vanilla Stellaris would seem the "reasonable" compromise. I think your starting premise - that any warship would be built that is 95% fuel/reaction mass, or anywhere near it - is so ridiculous on its face that I can't just flatly accept the conclusions you draw from any exploration beyond it. But I'm not going to try to answer the Gish Gallop of more and more ridiculous stuff you keep proffering up.
This is getting a bit silly and extreme.
No, I am not suggesting invincible strike craft.
Yes, spacecraft in the real world really do need a massive amount of fuel to get into position. I know 95% is surprising, but reality is sometimes surprising and amazing.

To elaborate again. Real spaceships do not carry around massive big empty fuel tanks to their destination. They aren't big ballons that will pop at the first hit. They dump those fragile booster rockets behind them as they go (to fly back themselves for reuse). A corvette for example would look the same when it is in combat. But if it was more realistic it may need some really big boosters attached at launch. Or to travel with big vulnerable tankers that hang-back and stay out of the battle.

You wanted to cut the damage of individual strike craft models by a factor of 63 for realism, then rebalance everything around that.
I say that realism isn't a justification because you could use real-world fuel statistics and patterns to argue for increasing payload by a factor of 183 instead.
(not that I think either should happen. Because fun should be more important than realism)

You wanted to cut the total DPS of strikecraft squadrons by 65% "T3 SC should be doing 14.09 DPD" and strikecraft range by 30% (10 to 7) for realism... as well as changing every single weapon stat (damage, accuracy, range, speed etc.) for realism, or at least to fit your vision of the future.
I say there should not be any changes to balance at all based on realism. That realism in games doesn't translate to being more fun. And even if it did your vision isn't actually very realistic.

The simplest I can put it is as follows...

Reality arguments:
You say strike craft are smaller and do proportionally less damage
I say strike craft payloads are larger and do proportionally more damage

Gameplay arguments:
You say gameplay balance should match reality.
I say realism discussions alone does not justify balance changes, AND your vision isn't realistic.