I've been working a long time on suggestions for how Strike Craft and Guided Weapons should interact with the defenses of Stellaris warships. Mostly they've been about changing defenses to move away from unbound layered fields of Point-Defense and Flak fire. My recent post on changes to ship classes, sections, and slots and how those get upgraded over time, made some allowances for utility slots to not just be "half shields, half armor, or possibly the odd crystal hull".
Let me talk first about an issue that has bothered me about this game for a long time: Stellaris does not know how to simulate SC and GW movement. Warship movement is a bit better (still not anywhere near ideal), but the problem with SC and GW movement is that it's basically just warship movement only a little bit faster. But why are SC and GW only a little bit faster? Without even trying to pin down any actual sizes, any of the SC and GW objects should be several orders of magnitude smaller than even a Corvette. Assuming comparable technology and proportional, if not outsized propulsion and maneuvering systems, SC and GW should be far better at acceleration than any warship.
Yet the game's visuals makes them only slightly faster - in part because the engine wasn't built with them in mind, and in part because it allows the visual spectacle of relatively slow-moving blips moving through the laser lightshow of PD and Flak fire. Those defensive systems are IMO horribly implemented and balanced, within the context of the game, with fields of fire that are too large, too layered, and too effective. By having extreme levels of PD/Flak mitigation, the base and/or bonus damage values for GW and SC have to be high enough to attempt balance that they are then completely overpowered when not strictly defended against.
So let's work on some solutions:
The relatively slow SC and GW movements have to go. With much higher accelerations, SC and GW should cross any reasonable battlescape in hours or days, not weeks. With the day clock in use by Stellaris, it doesn't make sense to try to visually simulate them exiting their warships, moving toward their targets, attacking, and in the case of SC returning to their carriers - there just isn't enough time. Attacks need to shift to be more like the direct fire attacks of Kinetics and Energy Weapons, with a quick animation and a resolution of the attack either immediately after it "fires" or with a slight delay.
PD and Flak are too easy to throw out of balance - these are removed and replaced. I spent an inordinate amount of time trying to come up with layers that mimic the effect of PD, Flak, and even defensive fighter screens at the fleet level and at the ship level, but all of them either were too good at their job or required such extreme damage increases to counter them that GW/SC were massively overpowered when no primary defense was offered. I was also trying to stay true to my desire to see all defensive layers be somewhat useful against most attacks. So I came back to Countermeasures.
Countermeasures act like decoys and sensor jamming, causing a given percentage of attacks to instead be wasted on the CM layer. This makes CM a hybrid ablative layer, with attacks that hit drones applying their normal damage against it, but allowing significant percentages of attacks to pass through. Higher Tiers of CM modules block higher percentages of regular attacks, with Sensors reducing the percentage by about the same per Tier (GW and SC instead get better entirely on their own and don't gain this benefit from Sensors as well). There will also be a slightly higher chance and a higher multiple for attacks from smaller slots and the reverse for larger slots, as the decoys are killed easily but don't pass their overkill as much.
I've figured out the numbers for basic attacks (vs. specialist or advanced weapons), by weapon type:
Having multiple slots with CM modules of the same Tier doesn't change the percent chance to block the attack (just add the layer points), while CM modules of different Tiers use a weighted average to determine the percent chance (e.g., an M-slot Tier-3 and an L-slot Tier-2 average out to "Tier-2.33" (3x2 + 2x4 = 14 / 6) and would block 53.3% of GW/SC and 26.7% of Kin/Nrg attacks, before they apply their reductions). Note that my "Hull Classes, Sections, and Slots" suggestion has possible mixed slot sizes for utilities, but it should also work for vanilla utility slots.
What makes this work is a shift in how GW and SC attacks affect the other defensive layers. Rather than having one or more defensive layers (PD, Flak, fighter screen) that only affect GW and SC, but letting them ignore Shields, basic GW and SC now are affected by all three outer layers (CM, Shields, Armor) but so are basic Kinetic and Energy weapons. I've shifted the bonus damage profile for basic GW/SC attacks to be a 1.25 damage multiplier against Shields, Armor, and Hull. When effective Damage Per Day (base damage per hit, effective Accuracy, rate of fire, with some allowances for range) for all four attacks is the same getting to balanced defensive layers (1/3 of utility slots as CM, 1/3 Shields, 1/3 Armor, combined points equal to Hull), the four attacks get to 0 Hull points at the same time on average. (The Hull damage bonus may need to be adjusted to compensate for early-game ratios of CM/Shield/Armor points vs. Hull points being lower.) They also line up well when going against favorable defensive setups (e.g., GW/SC with no CM, Energy w/o Shields, Kinetics w/o Armor).
Note that I said basic attacks - there should be specialist attacks that penetrate CM layers easier (e.g., Torpedoes have better internal sensors, giving them a lower % Chance but a smaller Rate, as their bigger warhead is wasted on a decoy) or strip CM layers faster (e.g., Swarmer Missile salvos are intentionally "decoy naive", and have a higher % Chance and/or ignore their normal Tier bonus, but a larger Rate, as multiple missiles seek out decoys to destroy). There should also be specialist GW/SC attacks that prioritize damage versus the other defensive layers, and advanced attacks (similar to Kinetic Artillery) that have favorable effects versus multiple defensive layers.
Easily the biggest issue even I have with going to a Countermeasures system is that it does away with Strike Craft attacking other Strike Craft - no World War One-style dogfighting cloud or even WWII-style bomber formations being harassed by fighters. Combined with eliminating the fleet defense aspect of PD and Flak systems, this change is a big hit to the more traditional Stellaris screening ships - I've got one potential mollifying suggestion with having different styles of Hangars, including ones that are designed for shorter operating ranges to concentrate attacks on stalking Corvettes (versus focusing on distant artillery Battleships). Another is to have separate Computer or Auxiliary modules that give (non-stacking) aura effects to boost CM % Chance for allied ships or inhibit % Chance for enemy ships.
One aspect that would possibly get overlooked is how the more organic space foes would deal with CM-type effects. Would their attacks be affected in the same way by CM modules, and would attacks against them be reduced similarly? Also, there are probably multiple variants that can be designed for GW/SC to get through or knock down the various defensive layers, and Energy already has a full menagerie of options, but Kinetics might need some real help to come up with variety.
Let me talk first about an issue that has bothered me about this game for a long time: Stellaris does not know how to simulate SC and GW movement. Warship movement is a bit better (still not anywhere near ideal), but the problem with SC and GW movement is that it's basically just warship movement only a little bit faster. But why are SC and GW only a little bit faster? Without even trying to pin down any actual sizes, any of the SC and GW objects should be several orders of magnitude smaller than even a Corvette. Assuming comparable technology and proportional, if not outsized propulsion and maneuvering systems, SC and GW should be far better at acceleration than any warship.
Yet the game's visuals makes them only slightly faster - in part because the engine wasn't built with them in mind, and in part because it allows the visual spectacle of relatively slow-moving blips moving through the laser lightshow of PD and Flak fire. Those defensive systems are IMO horribly implemented and balanced, within the context of the game, with fields of fire that are too large, too layered, and too effective. By having extreme levels of PD/Flak mitigation, the base and/or bonus damage values for GW and SC have to be high enough to attempt balance that they are then completely overpowered when not strictly defended against.
So let's work on some solutions:
The relatively slow SC and GW movements have to go. With much higher accelerations, SC and GW should cross any reasonable battlescape in hours or days, not weeks. With the day clock in use by Stellaris, it doesn't make sense to try to visually simulate them exiting their warships, moving toward their targets, attacking, and in the case of SC returning to their carriers - there just isn't enough time. Attacks need to shift to be more like the direct fire attacks of Kinetics and Energy Weapons, with a quick animation and a resolution of the attack either immediately after it "fires" or with a slight delay.
PD and Flak are too easy to throw out of balance - these are removed and replaced. I spent an inordinate amount of time trying to come up with layers that mimic the effect of PD, Flak, and even defensive fighter screens at the fleet level and at the ship level, but all of them either were too good at their job or required such extreme damage increases to counter them that GW/SC were massively overpowered when no primary defense was offered. I was also trying to stay true to my desire to see all defensive layers be somewhat useful against most attacks. So I came back to Countermeasures.
Countermeasures act like decoys and sensor jamming, causing a given percentage of attacks to instead be wasted on the CM layer. This makes CM a hybrid ablative layer, with attacks that hit drones applying their normal damage against it, but allowing significant percentages of attacks to pass through. Higher Tiers of CM modules block higher percentages of regular attacks, with Sensors reducing the percentage by about the same per Tier (GW and SC instead get better entirely on their own and don't gain this benefit from Sensors as well). There will also be a slightly higher chance and a higher multiple for attacks from smaller slots and the reverse for larger slots, as the decoys are killed easily but don't pass their overkill as much.
I've figured out the numbers for basic attacks (vs. specialist or advanced weapons), by weapon type:
Code:
CM % Chance +/- Tier Rate AvgDmgPen AvgCMDmg
Guided 40% 10% 0.25 60% 10%
Strike 40% 10% 0.25 60% 10%
Kinetic 20% 5% 1.0 80% 20%
Energy 20% 5% 1.0 80% 20%
What makes this work is a shift in how GW and SC attacks affect the other defensive layers. Rather than having one or more defensive layers (PD, Flak, fighter screen) that only affect GW and SC, but letting them ignore Shields, basic GW and SC now are affected by all three outer layers (CM, Shields, Armor) but so are basic Kinetic and Energy weapons. I've shifted the bonus damage profile for basic GW/SC attacks to be a 1.25 damage multiplier against Shields, Armor, and Hull. When effective Damage Per Day (base damage per hit, effective Accuracy, rate of fire, with some allowances for range) for all four attacks is the same getting to balanced defensive layers (1/3 of utility slots as CM, 1/3 Shields, 1/3 Armor, combined points equal to Hull), the four attacks get to 0 Hull points at the same time on average. (The Hull damage bonus may need to be adjusted to compensate for early-game ratios of CM/Shield/Armor points vs. Hull points being lower.) They also line up well when going against favorable defensive setups (e.g., GW/SC with no CM, Energy w/o Shields, Kinetics w/o Armor).
Note that I said basic attacks - there should be specialist attacks that penetrate CM layers easier (e.g., Torpedoes have better internal sensors, giving them a lower % Chance but a smaller Rate, as their bigger warhead is wasted on a decoy) or strip CM layers faster (e.g., Swarmer Missile salvos are intentionally "decoy naive", and have a higher % Chance and/or ignore their normal Tier bonus, but a larger Rate, as multiple missiles seek out decoys to destroy). There should also be specialist GW/SC attacks that prioritize damage versus the other defensive layers, and advanced attacks (similar to Kinetic Artillery) that have favorable effects versus multiple defensive layers.
Easily the biggest issue even I have with going to a Countermeasures system is that it does away with Strike Craft attacking other Strike Craft - no World War One-style dogfighting cloud or even WWII-style bomber formations being harassed by fighters. Combined with eliminating the fleet defense aspect of PD and Flak systems, this change is a big hit to the more traditional Stellaris screening ships - I've got one potential mollifying suggestion with having different styles of Hangars, including ones that are designed for shorter operating ranges to concentrate attacks on stalking Corvettes (versus focusing on distant artillery Battleships). Another is to have separate Computer or Auxiliary modules that give (non-stacking) aura effects to boost CM % Chance for allied ships or inhibit % Chance for enemy ships.
One aspect that would possibly get overlooked is how the more organic space foes would deal with CM-type effects. Would their attacks be affected in the same way by CM modules, and would attacks against them be reduced similarly? Also, there are probably multiple variants that can be designed for GW/SC to get through or knock down the various defensive layers, and Energy already has a full menagerie of options, but Kinetics might need some real help to come up with variety.
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