Currently we have a meta where it is best to have a fleet that is entirely composed out of battleships supported by a small fleet of corvettes.
The ideal balance many people want is to have mixed fleets that utilize all 4 ship types.
First lets look at the possibilities if there were less ship types in the game:
2 ships
On the battlefield one has to be better than the other. The optimal fleet only consists of the better ship type (factoring in cost, etc.). They can be balanced externally by having different requirements but optimally you always want to build only one of them.
3 ships
If you have three ship types the relations can be more interesting. The first possibility is that one class beats the other and that a third is stronger than both of them. In this case you can just build the third one.
The more interesting option is for their relation to be like rock paper scissors. In this case you cant just build one ship type because then your fleet can just be countered. The optimal fleet consists of all three ship types. The ratio depends on how strongly they counter each other.
4 ships
This is where you run into a problem. You cant place the four types in a circle like you did with three. To make it work the ships on opposite sites would have to be perfectly balanced so they are equally strong when fighting each other. Practically this is impossible so you always end up with something different.
If you are lucky you get rock paper scissor, or if not you get the system we currently have in Stellaris of just one best ship type.
If you want balance we have to limit ourselves to 3 ship types.
The 3 ship system would be extremely easy to implement. For example if cost, size and DPS are all equal then corvettes with 90 evasion and 1 health, destroyers with 90 tracking and 2 health and battleships with 0 tracking and 4 health would be perfectly balanced.
A optimal fleet then would be about one third Corvettes, one third Destroyers and one third Battleships.
You of course dont have to use evasion and tracking to create this kind of system. You can use any other pair of modifiers like-Penetration-Armour, Range-Speed, Missles-PointDefence etc. You just need a single pair. I just think evasion is the most natural for different ship classes.
Currently there is no balance between ship types despite having so many mechanics to achieve it. I think that the ship designer is a little too bloated. Most options are really inconsequential and only give an illusion of diversity. Thats not necessarily bad but can be very misleading.
Of course ship combat doesnt exist in a vacuum. There is the problem that you will get hard countered if you dont have all ship types available to you. This also is one of the reasons why the ship types are so similar in the current game.
To solve this you add back the ship type number 4 we removed earlier. Something like 1.5 health, 50 Evasion and 10 Tracking will lose against any other class without getting hardcountered by either one. This should be the first unlocked ship type so even if your tech is worse you can always fall back to this class to have a fighting chance.
My suggestion would be to use corvettes, destroyers and battleships for rock paper scissors and use cruisers as your basic starting ship. (Or swap Destroyers and Cruisers with this if you prefer.)
Rock paper scissors may seem like a boring and rigid game but if you factor in the external influences like research it becomes very interesting. For example:
Tier 0: Basic ship (Cruisers)
Tier 1: Corvettes
Tier 2: Destroyers
Tier 3 Battleships
Tier 0 vs Tier 1
Only basic ships vs only Corvettes
Tier 1 vs Tier 1
Only corvettes vs only corvettes
Tier 1 vs Tier 2
Only basic ships vs only Destroyers
Tier 2 vs Tier 2
Only destroyers vs only destroyers
Tier 1 vs Tier 3
Only basic ships vs only Destroyers
Tier 2 vs Tier 3
2 possible strategies depending on how strong the basic ships are:
-Only basic ships vs 2/3 destroyers 1/3 battleships
-1/3 corvettes 2/3 destroyers vs 2/3 destroyers 1/3 battleships
Tier 3 vs Tier 3
1/3 Corvettes 1/3 Destroyers 1/3 Battleships each
There are lots of interesting dynamics going on.
You dont always want to build the newest ship type.
You dont want to always build battleships. Battleships are now specialised tools only to be used against other advanced empires.
Destroyers are good general purpose ships that stay useful in every situation and during the entire game.
Except for the early game Corvettes cant effectively operate on their own and need support from other ships.
The system is very robust. As long as each ship type heavily counters another one there will always be this dynamic. Only the ratios shift around but the general strategy stays the same. This means that it is no problem to have technologies that change stats around and improve one ship class as long as they only improve the ship in its role. So dont give battleships small weapons with tracking or destroyers too much evasion and everything will stay well. If the counters are strong enough you can tack on all the other systems you want like different speeds, different disengagement chances, etc.
What do you think about implementing something like this?
The ideal balance many people want is to have mixed fleets that utilize all 4 ship types.
First lets look at the possibilities if there were less ship types in the game:
2 ships
On the battlefield one has to be better than the other. The optimal fleet only consists of the better ship type (factoring in cost, etc.). They can be balanced externally by having different requirements but optimally you always want to build only one of them.
3 ships
If you have three ship types the relations can be more interesting. The first possibility is that one class beats the other and that a third is stronger than both of them. In this case you can just build the third one.
The more interesting option is for their relation to be like rock paper scissors. In this case you cant just build one ship type because then your fleet can just be countered. The optimal fleet consists of all three ship types. The ratio depends on how strongly they counter each other.
4 ships
This is where you run into a problem. You cant place the four types in a circle like you did with three. To make it work the ships on opposite sites would have to be perfectly balanced so they are equally strong when fighting each other. Practically this is impossible so you always end up with something different.
If you are lucky you get rock paper scissor, or if not you get the system we currently have in Stellaris of just one best ship type.
If you want balance we have to limit ourselves to 3 ship types.
The 3 ship system would be extremely easy to implement. For example if cost, size and DPS are all equal then corvettes with 90 evasion and 1 health, destroyers with 90 tracking and 2 health and battleships with 0 tracking and 4 health would be perfectly balanced.
A optimal fleet then would be about one third Corvettes, one third Destroyers and one third Battleships.
You of course dont have to use evasion and tracking to create this kind of system. You can use any other pair of modifiers like-Penetration-Armour, Range-Speed, Missles-PointDefence etc. You just need a single pair. I just think evasion is the most natural for different ship classes.
Currently there is no balance between ship types despite having so many mechanics to achieve it. I think that the ship designer is a little too bloated. Most options are really inconsequential and only give an illusion of diversity. Thats not necessarily bad but can be very misleading.
Of course ship combat doesnt exist in a vacuum. There is the problem that you will get hard countered if you dont have all ship types available to you. This also is one of the reasons why the ship types are so similar in the current game.
To solve this you add back the ship type number 4 we removed earlier. Something like 1.5 health, 50 Evasion and 10 Tracking will lose against any other class without getting hardcountered by either one. This should be the first unlocked ship type so even if your tech is worse you can always fall back to this class to have a fighting chance.
My suggestion would be to use corvettes, destroyers and battleships for rock paper scissors and use cruisers as your basic starting ship. (Or swap Destroyers and Cruisers with this if you prefer.)
Rock paper scissors may seem like a boring and rigid game but if you factor in the external influences like research it becomes very interesting. For example:
Tier 0: Basic ship (Cruisers)
Tier 1: Corvettes
Tier 2: Destroyers
Tier 3 Battleships
Tier 0 vs Tier 1
Only basic ships vs only Corvettes
Tier 1 vs Tier 1
Only corvettes vs only corvettes
Tier 1 vs Tier 2
Only basic ships vs only Destroyers
Tier 2 vs Tier 2
Only destroyers vs only destroyers
Tier 1 vs Tier 3
Only basic ships vs only Destroyers
Tier 2 vs Tier 3
2 possible strategies depending on how strong the basic ships are:
-Only basic ships vs 2/3 destroyers 1/3 battleships
-1/3 corvettes 2/3 destroyers vs 2/3 destroyers 1/3 battleships
Tier 3 vs Tier 3
1/3 Corvettes 1/3 Destroyers 1/3 Battleships each
There are lots of interesting dynamics going on.
You dont always want to build the newest ship type.
You dont want to always build battleships. Battleships are now specialised tools only to be used against other advanced empires.
Destroyers are good general purpose ships that stay useful in every situation and during the entire game.
Except for the early game Corvettes cant effectively operate on their own and need support from other ships.
The system is very robust. As long as each ship type heavily counters another one there will always be this dynamic. Only the ratios shift around but the general strategy stays the same. This means that it is no problem to have technologies that change stats around and improve one ship class as long as they only improve the ship in its role. So dont give battleships small weapons with tracking or destroyers too much evasion and everything will stay well. If the counters are strong enough you can tack on all the other systems you want like different speeds, different disengagement chances, etc.
What do you think about implementing something like this?
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