I apologize in advance as this is essentially a giant wall of text (this thing spans 4 posts), and can be seen as a feedback/suggestion thread. If you are going to just reply with TL/DR then please don’t unless you are responding to a section, it doesn’t contribute to the conversation otherwise, I know its too long already :)
So I have been reading through the forums and have seen a ton of posts of suggestions concerning engines, fleet mechanics, weapons, and the lean towards bigger is better. I have been thinking on this and have some ideas/suggestions, and hope to open some discussion on it. Some of it is from other’s suggestions, which I have added into my suggestion thread.
Quick Disclaimer: I really enjoy this game, and I think a large part of its charm is how open it is, so one person’s idea of how they think the game should be will not necessarily match someone else’s, but they can simply just build their own ships to match their own idea of how they want it to play. Personally, as a hobbyist writer I do not like it when people tell me how they think my stories should go, but do like when people bounce ideas off me, usually from that I further formulate my own ideas, so I hope this post is seen as nothing more than list of ideas and concept discussion that koonschi can use to have even better ideas. In summary: Its your vision, but hopefully you can gleam some ideas from it.
I am going to start with the biggest influence of all aspects of the game, however all my suggestions tie together:
(special note, while I know logistics can affect some of what I am bringing up, I am ignoring that due to Avorion not taking into account logistics beyond personnel and torpedoes– ammo, fuel, etc)
Considerations: When I am posting I am taking several things into consideration - I have taken this list from a Naval Analyst who summed it up nicely:
Strategic Assumptions
Strategic Goals
Fleet missions
Fleet Design
Force Size
Force Management
Shields (Strategic Assumption, Goal and Fleet Design):
Shields change a lot of things because all of human history is pretty much our ability to destroy almost always exceeding our ability to defend; our nature to adapt and overcome. Thus the saying “The best defense is a good offense.”
Its why we protect mission critical assets with escorts. Think WWII fleets protecting carriers, or supply ships. The goal is to destroy whatever the threat is before it can get to its target.
Another example is the Phalanx system, or sea whiz (CIWS) as some US Navy peeps call it. It’s a multi barreled active radar anti-fighter, anti-missile defense system. (Ground version used to protect against artillery.) It destroys the missiles or shells before they can reach whatever it is they are protecting. However it can be overwhelmed, and there is a “chance” things can get through. We see this in game with Point Defense against Torpedoes, which I absolutely love.
Shields however are different. They are what I would call an “absolute defense”. This changes the dynamic. Take that same WWII fleet, and apply to a space fleet with shields. Well now with shields, you do not need a surrounding escort to eliminate any chance of threats reaching their target. A military is going to invest in what it know WILL protect an asset as oppose to something that “may”. In the case of shields it simply has to survive long enough till the threat is destroyed. Not sure it will survive long? SLAP MOAR SHIELDS ON IT!!! Now all you have to do is wait till the giga-class super battleship next to it wipes out all the enemies. No need for any escort beyond that to prevent penetrations through a “defense screen”. – Not saying there wouldn’t be escorts if shields were present, but it would eliminate a portion of the need for them as well as certain aspects of point defense – all depending on how shields work too of course. I know this is a bit of an over simplification, but I feel it fits. I also feel the Dev has a good handle on this as he has torpedoes that can Penetrate shields, and also the module that hardens shields for large shield point and charge time costs.
The same principle applies to fighter dynamics. The Yamato was destroyed by US air power. Such a concern were fighters that they went from 24 AA guns to 162 AA guns (this is not emplacement count, which could accommodate up to 4 guns). This large amount of AA still didn’t save it.
Battlegroups would have cruisers and other support ships around to provide additional AA fire, thereby creating a “defense screen” for other ships. (Special note, this added to the Yamato’s demise, where the multiple cruisers and support ships with additional AA guns were not present or destroyed prior to when it was finally sunk)
With shields, again this becomes less necessary. I as a player love the idea of a fleet with escorts, some providing anti-fighter defense, and some as additional firepower, etc. However the truth is, it’s not really all that necessary from a mechanics point of view, why? Shields is one of them. No single fighter (in this game) is a threat to a mission critical ship because you can stack more shields on it. Not enough shields? Shield upgrade and boom, you have a near impenetrable box. (unless they have 120 fighters with overpowered weapons, in which case balance drastically swings the other way – more on that later ( I never see the AI have this though). Some players forgo armor and hull completely because they can just stack shields and some integrity fields and be done with it. Nothing wrong with this, as it can look cool or functional, but I think like with anything, it should be a design choice with vulnerabilities. I see some great answers to this, such as rail guns and the pulse weapons.
Pulse weapons can penetrate shields, and thus return the need for some “layered defenses” but the DPS is fairly low, and big system blocks with integrity fields can likely tank it long enough to be a balance. I think railguns are great for needing a form of “layered defense”
PROBLEM
In summary: Shield’s remove the need for “defensive screens,” and “Layered Defenses” and contribute to BIGGER IS BETTER. (Partially resolved with Shield pen torpedoes and things like tesla and plasma weapons which has bonuses against shields.)
Possible solution ideas:
Diminishing returns on shield count: Using interpolation math, y=1/F, or exponent functions of less than 1. (Some math guys can confirm that, I may have that wrong.)
From a lore perspective, you can just say that the nature of shields cause this affect
Bonus module idea: You could have a special module that lessens this diminishing return. – though current shield upgrades would likely be enough.
Exponential power demands: Make it so the shields require exponential amounts of power as they get past a certain point. Could use interpolation math on this too – or even tie the power requirement per shield to volume.
From a lore perspective, more power (or exponential power past a certain point) required to cover larger and larger ships
Power modules could play more into the game besides just adding power blocks, and modules that give % of shield in exchange % of power need to be more carefully considered by players.
A variation of this idea: You could have power requirements related to volume, and the shield blocks related to points? Or Shield blocks a mix of both in addition to power requirements for volume.
Diminishing return on shield based on upgrades/volume: Tie in the return on shield blocks to upgrade slots.
Lore perspective, more shield modules required to cover more volume of the ship for same shield strength – like density.
I am not as big of a fan of this one because it could lead to people cutting a few units of volume off their ship to go down one upgrade slot and having way more hitpoints – depending on the curve set for this.
(You could also mix A and B)
Benefits to suggestion:
Bigger will not always be better, my other suggestions will come into play for this later. As an example a 15 upgrade super ship with lots of shield blocks and all turret upgrades, may in fact have less shields than say an 11 upgrade ship with one or 2 shield upgrade modules. Unless the 15 Upgrade ship is super huge – trying to increase shield numbers by sheer volume of shield blocks as opposed to upgrades-, but if that is the case, its cost (resource and power consumption) would become near exponential as you get further diminishing returns.
Super large ships may consider more armor since after a certain point as it would become cheaper (crew, power, resource, and mass wise) per hitpoint than shields.
- Great in lore explanation as to why space stations don’t pack more shields, or if they do, why they wouldn’t be in the billions.
- Encouragement to have other small ships in fleet with shields, and not pack it all into one ship.
- Possibly help the balance point of endgame, whereas the answer to the end game will not be simply a bigger ship with MOAR SHIELDS!!!! AI ships with
more omicron could become scary since you cannot simply shield tank everything. This could in turn encourage either large heavily armored ships, or
smaller more nimble ships to dodge fire. Maneuverability is also Ina way an absolute defense - which segways into the next section.
Suggestion
WSY
I apologize in advance as this is essentially a giant wall of text (this thing spans 4 posts), and can be seen as a feedback/suggestion thread. If you are going to just reply with TL/DR then please don’t unless you are responding to a section, it doesn’t contribute to the conversation otherwise, I know its too long already :)
So I have been reading through the forums and have seen a ton of posts of suggestions concerning engines, fleet mechanics, weapons, and the lean towards bigger is better. I have been thinking on this and have some ideas/suggestions, and hope to open some discussion on it. Some of it is from other’s suggestions, which I have added into my suggestion thread.
Quick Disclaimer: I really enjoy this game, and I think a large part of its charm is how open it is, so one person’s idea of how they think the game should be will not necessarily match someone else’s, but they can simply just build their own ships to match their own idea of how they want it to play. Personally, as a hobbyist writer I do not like it when people tell me how they think my stories should go, but do like when people bounce ideas off me, usually from that I further formulate my own ideas, so I hope this post is seen as nothing more than list of ideas and concept discussion that koonschi can use to have even better ideas. In summary: Its your vision, but hopefully you can gleam some ideas from it.
I am going to start with the biggest influence of all aspects of the game, however all my suggestions tie together:
(special note, while I know logistics can affect some of what I am bringing up, I am ignoring that due to Avorion not taking into account logistics beyond personnel and torpedoes– ammo, fuel, etc)
Considerations: When I am posting I am taking several things into consideration - I have taken this list from a Naval Analyst who summed it up nicely:
Strategic Assumptions
Strategic Goals
Fleet missions
Fleet Design
Force Size
Force Management
Shields (Strategic Assumption, Goal and Fleet Design):
Shields change a lot of things because all of human history is pretty much our ability to destroy almost always exceeding our ability to defend; our nature to adapt and overcome. Thus the saying “The best defense is a good offense.”
Its why we protect mission critical assets with escorts. Think WWII fleets protecting carriers, or supply ships. The goal is to destroy whatever the threat is before it can get to its target.
Another example is the Phalanx system, or sea whiz (CIWS) as some US Navy peeps call it. It’s a multi barreled active radar anti-fighter, anti-missile defense system. (Ground version used to protect against artillery.) It destroys the missiles or shells before they can reach whatever it is they are protecting. However it can be overwhelmed, and there is a “chance” things can get through. We see this in game with Point Defense against Torpedoes, which I absolutely love.
Shields however are different. They are what I would call an “absolute defense”. This changes the dynamic. Take that same WWII fleet, and apply to a space fleet with shields. Well now with shields, you do not need a surrounding escort to eliminate any chance of threats reaching their target. A military is going to invest in what it know WILL protect an asset as oppose to something that “may”. In the case of shields it simply has to survive long enough till the threat is destroyed. Not sure it will survive long? SLAP MOAR SHIELDS ON IT!!! Now all you have to do is wait till the giga-class super battleship next to it wipes out all the enemies. No need for any escort beyond that to prevent penetrations through a “defense screen”. – Not saying there wouldn’t be escorts if shields were present, but it would eliminate a portion of the need for them as well as certain aspects of point defense – all depending on how shields work too of course. I know this is a bit of an over simplification, but I feel it fits. I also feel the Dev has a good handle on this as he has torpedoes that can Penetrate shields, and also the module that hardens shields for large shield point and charge time costs.
The same principle applies to fighter dynamics. The Yamato was destroyed by US air power. Such a concern were fighters that they went from 24 AA guns to 162 AA guns (this is not emplacement count, which could accommodate up to 4 guns). This large amount of AA still didn’t save it.
Battlegroups would have cruisers and other support ships around to provide additional AA fire, thereby creating a “defense screen” for other ships. (Special note, this added to the Yamato’s demise, where the multiple cruisers and support ships with additional AA guns were not present or destroyed prior to when it was finally sunk)
With shields, again this becomes less necessary. I as a player love the idea of a fleet with escorts, some providing anti-fighter defense, and some as additional firepower, etc. However the truth is, it’s not really all that necessary from a mechanics point of view, why? Shields is one of them. No single fighter (in this game) is a threat to a mission critical ship because you can stack more shields on it. Not enough shields? Shield upgrade and boom, you have a near impenetrable box. (unless they have 120 fighters with overpowered weapons, in which case balance drastically swings the other way – more on that later ( I never see the AI have this though). Some players forgo armor and hull completely because they can just stack shields and some integrity fields and be done with it. Nothing wrong with this, as it can look cool or functional, but I think like with anything, it should be a design choice with vulnerabilities. I see some great answers to this, such as rail guns and the pulse weapons.
Pulse weapons can penetrate shields, and thus return the need for some “layered defenses” but the DPS is fairly low, and big system blocks with integrity fields can likely tank it long enough to be a balance. I think railguns are great for needing a form of “layered defense”
PROBLEM
In summary: Shield’s remove the need for “defensive screens,” and “Layered Defenses” and contribute to BIGGER IS BETTER. (Partially resolved with Shield pen torpedoes and things like tesla and plasma weapons which has bonuses against shields.)
Possible solution ideas:
Diminishing returns on shield count: Using interpolation math, y=1/F, or exponent functions of less than 1. (Some math guys can confirm that, I may have that wrong.)
Bonus module idea: You could have a special module that lessens this diminishing return. – though current shield upgrades would likely be enough.
Exponential power demands: Make it so the shields require exponential amounts of power as they get past a certain point. Could use interpolation math on this too – or even tie the power requirement per shield to volume.
Diminishing return on shield based on upgrades/volume: Tie in the return on shield blocks to upgrade slots.
I am not as big of a fan of this one because it could lead to people cutting a few units of volume off their ship to go down one upgrade slot and having way more hitpoints – depending on the curve set for this.
(You could also mix A and B)
Benefits to suggestion:
Bigger will not always be better, my other suggestions will come into play for this later. As an example a 15 upgrade super ship with lots of shield blocks and all turret upgrades, may in fact have less shields than say an 11 upgrade ship with one or 2 shield upgrade modules. Unless the 15 Upgrade ship is super huge – trying to increase shield numbers by sheer volume of shield blocks as opposed to upgrades-, but if that is the case, its cost (resource and power consumption) would become near exponential as you get further diminishing returns.
Super large ships may consider more armor since after a certain point as it would become cheaper (crew, power, resource, and mass wise) per hitpoint than shields.
- Great in lore explanation as to why space stations don’t pack more shields, or if they do, why they wouldn’t be in the billions.
- Encouragement to have other small ships in fleet with shields, and not pack it all into one ship.
- Possibly help the balance point of endgame, whereas the answer to the end game will not be simply a bigger ship with MOAR SHIELDS!!!! AI ships with
more omicron could become scary since you cannot simply shield tank everything. This could in turn encourage either large heavily armored ships, or
smaller more nimble ships to dodge fire. Maneuverability is also Ina way an absolute defense - which segways into the next section.
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