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Stellaris Dev Diary #18 - Fleet Combat

Good news everyone!

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

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

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

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

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

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

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

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

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

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

Stellaris Dev Diary #19 - Diplomacy & Trade
 
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I wonder about the "After combat investigation of hostile fleets". While I do think it is an important part to try and salvage foreign technology I feel it might become a bit tedious if I have to send my scientist to every battle site.

Have you done anything to prevent it from becoming like that will still making it an exciting part of the game?
 
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Metztli: "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 ?"

Well, TW might be a bit over the top, but maybe some buttons ready to press along the lines of "Breakthrough Attack", "Defence Formation", "Skirmish Tactics" were you can designate the basic tactic that your fleet should follow during specific parts of the battles could have been nice.

Edit: I deleted the first part: Where have I messed up with the formating?

Well thats how Endless space does it. Play 3 tactic cards before battle and they give you bonusses. Imho everytime i play Endless Space picking the cards are a chore. Depending on how i designed my fleet i just pick the same cards.
I think it sounds more interesting that we have more control in the behavior of the ships from how we design them and then do not have to spend time picking "cards" later. Basically you "pick" your cards in which computers you use and how the setup of the fleet is from what i read.
 
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Let's hope it won't be a godawful hard counter system and race with extremely highly advanced lasers could beat shields. Hard counters are one of the worst designs ever to see in a strategy game. It's Galactic Civilizations-level horrible.

I don't see how shields as presented could possibly be a hard counter to beams, except a specialized beam that specifically have very low shield effectiveness. The DD says that autocannons are good against shields, it doesn't say that lasers are particularly bad against them.

Rather than effectiveness against particular weapons, I think the biggest difference between armor and shields is their basic mode of operation. Shields are an extra (possibly regenerating) health bar while armor is some kind of damage reduction. Those are two pretty different profiles right there.
 
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Well thats how Endless space does it. Play 3 tactic cards before battle and they give you bonusses. Imho everytime i play Endless Space picking the cards are a chore. Depending on how i designed my fleet i just pick the same cards.
I think it sounds more interesting that we have more control in the behavior of the ships from how we design them and then do not have to spend time picking "cards" later. Basically you "pick" your cards in which computers you use and how the setup of the fleet is from what i read.

Agreed. There is probably some neat potential in choosing mixes of ship behaviors. Direct control of combat, even choosing combat cards, would be a bit of a mess in a real-time game. IMO tactical control works best in games with turn-based strategic layers.
 
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Regarding the emergency FTL jump, how does different types of FTL affect this?

Can warp and wormhole do an emergency FTL from deep within the system? Does wormhole emergency FTL pull them back to the nearest station? Some code snippets showed damage from emergency FTL jumps. Is that still in the game?
 
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I'm curious about the "emergency FTL" part. How does this interact with the different types of FTL? Like if you're using wormhole-type FTL, it should take longer to set up, no?
 
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Does combat include excessive dice rolling like in EU4? I really hope it does not.
"Hey look, just lost the whole war, because my general rolled 5 zeroes in a row!"

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

So if there are fleets

A ally of B
B ally of A and ally of C
C
D

looking from the view of A, I would see

friend: AB
enemy: CD

but from the view of B, I would see

friend: ABC
enemy: D?

this would from B's viewpoint be a little special because he'll see his friends A and C take hits that D didn't cause. Also when combat appears over (D is destroyed) A and C will still be fighting.
Is there any indication that the friendly side isn't entirely friendly with one another?

Not trying to nitpick, just curious what design choices were made to cover this scenario :)

edit: added the actual bit this question is about :S the friendly/enemy view
 
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Alright. Sounds good.
 
Looking good! But I do have one issue, the weapons stats all seem a bit backwards, what I can see is:
lasers Vs armour
Kinetics Vs shields

Personally, I think that (considering the pure force behind them) kinetic weapons should be devastatingly powerful against armour and hull points, but should bounce off shields with ease.
Similarly, lasers should probably be more of a AA and anti shield weapon (dependent on power)

EDIT: Granted, lasers Vs shields depends on what kind of shield you are using
 
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I'm in Agreeance with the people saying the weapon stats are a bit backwards. Kinetic force punches through physical objects with ease when there is no force acting against them until impact... Science folks.
 
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I would suggest you changing color of impact/explosion to different color than laser beam itself. Really hard to differ which ship fires and which is getting shot.
 
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