Stellaris Dev Diary #18 - Fleet Combat

Stellaris Dev Diary #18 - Fleet Combat

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

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

There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.
 
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So in the end, we have more or less a rock-paper-scissor system:

  • Energy beats armor but does less damage so less effective against shields
  • Projectiles beat shields but not armor
  • Missiles and strike crafts beat armor and shield but are beaten by point defense
I am sure there will be a Lizard type or to the very least Spock graded weapon too.
 
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It is very possible that your fleet might end up in combat with multiple fleets. This means that you can have a combat with three different empires that are all hostile to each other. To help you keep track of everything that happens we have a combat view, which will appear as soon as a combat is initiated. This view will list you (and any other friendlies or neutrals) on the left side and every hostile on the right side. The combat view is currently being reworked, so you will get to see that interface at a later date, but the idea is to provide you with crucial feedback on how effective your weapons and defenses are.
Instead of a binary left/right view for friendlies and hostiles, would it be feasible to make a "web" type display (think of the screen for nomadic clan relations in CK2), to show how much each side has damaged the others? If I'm at war with empire B, and both of us are hostile to empire C, and all three of us are involved in a three way battle, it would be really useful to know if most of the damage to my fleet was coming from B's ships or from C's.



On another note, while those tactics you mentioned aren't available, would it be possible to build an equivalent to fire ships? Basically build simple, cheap ships for use as missiles?
 
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Well to be honest kinda underwhelming because we already knew most of the information in this DD.Apparently the whole "Fleet combat" is still not finished yet and Paradox are testing what can work and how to look properly.At least the fights will look cool as in the screenshots when you zoom in the camera.

Paradoxian fans will probably hate me but why the player should have so little "power" during the combat phase ? Why not Stellaris be the first Paradox game that will offer a Total War style of combat or something simillar or anything more involving than just watch and chose to flee or not ?
 
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Can we say set our reactors to an unstable setting and go in for a suicide run as a last ditch effort, or can we have part a fleet say the actual combat ships stay behind to defend in a last stand and then have all non-combatants go to FTL ASAP?
 
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very cool, i like the battle computer add in. this will give some standard AI for that ship to follow.


question though, how (if at all) will stellaris try to balance ship sizes in fleets to make sure that fleets dont end up as zerg corvette fleets or only massive battleships?
 
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No torpedoes? I mean... ;_;
 
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So in the end, we have more or less a rock-paper-scissor system:

  • Energy beats armor but does less damage so less effective against shields
  • Projectiles beat shields but not armor
  • Missiles and strike crafts beat armor and shield but are beaten by point defense
I thought the same thing, but remembered this is a paradox strategy game. Perhaps it will be more shock vs fire vs maneuver, or infantry-cavalry-artillery balancing instead of lasers vs missiles vs kinetic.

You can beforehand choose a strength to focus on for your species (more manpower means more infantry, more discipline for better infantry, more tech/money means more artillery, lots of large swabs of hard to travel land means cavalry armies). Similar reasoning can be introduced in Stellaris, where formations/speed are important for large fleets with small vessels but targeting/shields/armor/point defense are important for large lumbering vessel fleets.

I doubt it will like the total war battles a rock paper scissors style game would create. Train your species and tech up for certain tasks/conditions and they will perform better.
 

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Does combat include excessive dice rolling like in EU4? I really hope it does not.
"Hey look, just lost the whole war, because my general rolled 5 zeroes in a row!"
 
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Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…
"'Ere we go, 'ere we go, 'ere we go,
'Ere we go, 'ere we go, throo the cosmos
'Ere we go, 'ere we go, 'ere we go,
'Ere we go, 'ere we go, throo infinity

'Ere we go, 'ere we go, 'ere we go,
'Ere we go, Don't know where 'til we get there"


(from Battlefleet Gothic rulebook)

Da Orkz don need sum stinkin humie "manuva"! We got da WAAAAGHHH!
 
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Are the "Formations" that are held by the combat computer proper formations? Can I build a Carrier with a lot of strike craft and few defensive measures thats gets blown up when alone, but is incredibly powerful when protected by a proper screen? Same may apply to Missile Cruisers e.g. A first, second, third row mechanic or something like that would be really nice and add a lot to fleet composition.
 

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Civilian ships, hoping they are trade ships like Distant Worlds. Would make things like economic sabotage possible and blockades more realistic.
 
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You mentioned civilian fleets. I though there was something saying there were no civilian ships. are these basically just colony ships or will there by trade ships and stuff too?
 
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ranbir

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