Ship Design Depth
Posted: Mon Sep 19, 2016 1:55 pm
After coming back to SiS and playing the Steam version I feel there's not as much choice when I'm designing a ship as there could be. I feel like my ship design is dictated by my research more than anything else. Put on the best guns I've researched, pick a mix of shields and armor based on whether i expect to be facing kinetics or not, add mods to guns until I run out of power. So far the only tech that makes me consider and alter my designs is boarding pods; it's a relatively cheap tech that attacks ships differently with notable strategic benefits.
I've been thinking on why this is exactly, it is a complex issue since it's based on how my ships have performed in combat and my expectations of what I will need, as well as the gritty details of how i'm actually limited in putting things on my ship.
Flat upgrades through research
There's a lot of cases where since an item is just better you always take it. Obviously people should be rewarded for conducting research but the way this plays out is sometimes troubling; the game kind of presents you with false choices. Take the Rapid Fire mod for lasers. Unless the UI is misleading, there is no case in which you will ever not want to take Rapid Fire. 2x Laser has 2-20 damage, costs 24 wrench 6 metal and 12 power. Rapid fire improves it to 4-40 damage, 36 wrench, 9 metal and 18 power. So one laser mount with rapid fire is equivalent to two mounts without it, while also costing less material and power. Turbolasers are another example. They cost only nominally more power than lasers with much better performance, so you always take as many turbolasers as you can fit. If you are restricted by your available power, you are better off putting no-power weapons on mount or blast doors while maximizing the # of up-to-date or modded weapons.
This is a case where my ship design choices are not really choices, they are makework clicking dictated by my research choices. There are no tradeoffs to weigh here.
Suggestion: Improved performance should typically come at a power premium, rather than with increased power efficiency. This means upgrades will always have tradeoffs at the ship design level, naturally ameliorated by the massive power increases through upgrading your power tech.
(Similarly, since ship engines require power, ships should probably have a Built-In slot for their power generation; they can't not have a power generator anyway.)
Ship Size
For the most part you always want to field the largest possible warships. The numbers are just heavily in their favor every time. There are some interesting limits from orbital infrastructure, but they arn't a big deal, especially in the first tier; a space station doesn't cost much compared to a Heavy Hull ship like a Heavy Cruiser. I am not opposed to this design paradigm, except insofar that I think it adds more design depth for the smaller ships to at least have a place. IMO they should have a large metal discount compared to larger vessels, which would cement their role as being easily replaceable and a contender with <RESEARCH>/<TRADE> for unimportant worlds that have finished their infrastructure build.
I.E. a Destroyer in one of my games costs 270 metal, while a similar Light Cruisers costs about 400. The destroyer has slightly better firepower for metal, but the LIght Cruiser doesn't explode if a stiff breeze hits it. If a Destroyer only cost 100-150 metal compared to a similar-tech Light Cruiser of 400 metal or so. It would also cement their role in the early game or for a player who is unhappily short on metal planets. Note: In this paradigm wrench costs remain unchanged.
Tactical balance and its impact on ship design
There's a few cases where ship design choices are irrelevant because there is no need for them or they are obviated tactically. Point defense is a good example; you do not need much point defense to take down any ordnance (missile or small craft) threat that i've encountered fielded by the AI. Even if there are a lot of targets, you can use your primary weapons to knock them down if need be; antiship weapons are quite effective against ordnance. It helps that the AI always uses missiles/fighters immediately, letting you knock them down at your leisure. So I never really feel pressured to ever mount more than basic point defense. It is a little weird that both weapon types are best at point blank; even aside from defensive weapons fire, shield regeneration makes harassment fire nearly worthless unless massed.
This is a more complex issue since AI ship designs and combat AI also play into it. I generally prefer soft balance approaches but it might be appropriate to bar anything without (PD) from firing on ordnance targets for starters, and maybe create design depth by further differentiating ship self-defense PD (decreased-range defense lasers/CIWS) with fleet-defense PD (antimissiles like now). I do think that the (Light) weapon mount class could probably be removed in favor of (Turret), letting players specialize designs rather than having 'mandatory' PD.
There's also an interaction of speed and weapon range. You really do not need speed for the most part. Ships generally close to brawl range very quickly; and most combat time is spent close in. Spreading your ships out invites defeat in detail. There's little reason to maneuver as anything but a blob until a ship wants to rotate to cover shield facings. (unless you are fighting a kinetic enemy, in which case you don't need to anyway).
Whew I'm pretty sure there's significantly more to say but that's enough of a wallotext
I've been thinking on why this is exactly, it is a complex issue since it's based on how my ships have performed in combat and my expectations of what I will need, as well as the gritty details of how i'm actually limited in putting things on my ship.
Flat upgrades through research
There's a lot of cases where since an item is just better you always take it. Obviously people should be rewarded for conducting research but the way this plays out is sometimes troubling; the game kind of presents you with false choices. Take the Rapid Fire mod for lasers. Unless the UI is misleading, there is no case in which you will ever not want to take Rapid Fire. 2x Laser has 2-20 damage, costs 24 wrench 6 metal and 12 power. Rapid fire improves it to 4-40 damage, 36 wrench, 9 metal and 18 power. So one laser mount with rapid fire is equivalent to two mounts without it, while also costing less material and power. Turbolasers are another example. They cost only nominally more power than lasers with much better performance, so you always take as many turbolasers as you can fit. If you are restricted by your available power, you are better off putting no-power weapons on mount or blast doors while maximizing the # of up-to-date or modded weapons.
This is a case where my ship design choices are not really choices, they are makework clicking dictated by my research choices. There are no tradeoffs to weigh here.
Suggestion: Improved performance should typically come at a power premium, rather than with increased power efficiency. This means upgrades will always have tradeoffs at the ship design level, naturally ameliorated by the massive power increases through upgrading your power tech.
(Similarly, since ship engines require power, ships should probably have a Built-In slot for their power generation; they can't not have a power generator anyway.)
Ship Size
For the most part you always want to field the largest possible warships. The numbers are just heavily in their favor every time. There are some interesting limits from orbital infrastructure, but they arn't a big deal, especially in the first tier; a space station doesn't cost much compared to a Heavy Hull ship like a Heavy Cruiser. I am not opposed to this design paradigm, except insofar that I think it adds more design depth for the smaller ships to at least have a place. IMO they should have a large metal discount compared to larger vessels, which would cement their role as being easily replaceable and a contender with <RESEARCH>/<TRADE> for unimportant worlds that have finished their infrastructure build.
I.E. a Destroyer in one of my games costs 270 metal, while a similar Light Cruisers costs about 400. The destroyer has slightly better firepower for metal, but the LIght Cruiser doesn't explode if a stiff breeze hits it. If a Destroyer only cost 100-150 metal compared to a similar-tech Light Cruiser of 400 metal or so. It would also cement their role in the early game or for a player who is unhappily short on metal planets. Note: In this paradigm wrench costs remain unchanged.
Tactical balance and its impact on ship design
There's a few cases where ship design choices are irrelevant because there is no need for them or they are obviated tactically. Point defense is a good example; you do not need much point defense to take down any ordnance (missile or small craft) threat that i've encountered fielded by the AI. Even if there are a lot of targets, you can use your primary weapons to knock them down if need be; antiship weapons are quite effective against ordnance. It helps that the AI always uses missiles/fighters immediately, letting you knock them down at your leisure. So I never really feel pressured to ever mount more than basic point defense. It is a little weird that both weapon types are best at point blank; even aside from defensive weapons fire, shield regeneration makes harassment fire nearly worthless unless massed.
This is a more complex issue since AI ship designs and combat AI also play into it. I generally prefer soft balance approaches but it might be appropriate to bar anything without (PD) from firing on ordnance targets for starters, and maybe create design depth by further differentiating ship self-defense PD (decreased-range defense lasers/CIWS) with fleet-defense PD (antimissiles like now). I do think that the (Light) weapon mount class could probably be removed in favor of (Turret), letting players specialize designs rather than having 'mandatory' PD.
There's also an interaction of speed and weapon range. You really do not need speed for the most part. Ships generally close to brawl range very quickly; and most combat time is spent close in. Spreading your ships out invites defeat in detail. There's little reason to maneuver as anything but a blob until a ship wants to rotate to cover shield facings. (unless you are fighting a kinetic enemy, in which case you don't need to anyway).
Whew I'm pretty sure there's significantly more to say but that's enough of a wallotext