You are weak; give me money

(oh really?)

One of my pet peves in GC2 was being harrased by AIs who think I'm weak.  I don't know if tech is taken into account or not, but I think it must not be, because every game I play, I find myself in a situation early on where I have very few ships, but superior tech in them.... such that an enemy that thinks I'm weak would lose against me despite their 10-1 numerical advantage.  

Sometimes I start out building a bunch of fighters early so i get left alone, but these ships are always worthless later.  Once i get medium hull, fighters are dead to me.

There are times I'll build up my ecconomics, and want to placate enemies with cash until I'm ready to dominate... but I don't want to do this every time.

 

 

Long story short, I am hoping enemy civs are a bit more intelligent in determining my threat level.

6,061 views 15 replies
Reply #1 Top

Sure hope so, but I don't know how power is determined. We see numbers in the thousands but it would be simpler if it was based on 100 or 1,000 1,000 being the best military in the galaxy.

Reply #2 Top

I'm hoping beta 3 comes out this week so we will can learn more about how the combat system works.  Paul has talked a bit about how combat works so far and it sounds like swarms of small ships are a viable option.  I'm just hoping that larger ships have some benefits against small ships.  For example I would be really upset if my large ship has to kill small ships one at at time if it can split its fire and still kill the small ships. 

 

So far in the beta I tend to have a smaller but more adept fleet than most of the other empires and seem to be rated as less powerful militarily.  Its still early so there will likely be a pass or two on the algorithm.

Reply #3 Top

I have found fleets of small ships to often be more effective that larger ones. As of now, I think ships can only target one ship/round which means larger ships waste a lot of firepower against fleets of smaller ships. The trade off is that you need to replace small ships often, but considering that hull repair rates are vary slow at this point, I think small hulls are the way to go. The main advantage I find on larger ships is increased range and speed, but that might change once you can throw a support ship or two into your fleet of fighters.

Reply #4 Top

Without knowing what we don't know, I think that a ideal goal would be that all hulls would be equal at a certain ratio and thus valid as a play style. But a bigger hull should always be better under the ratio or else most of the hull techs will be useless and combat will be unbalanced.

Reply #5 Top

Quoting kestlstw, reply 2

I'm hoping beta 3 comes out this week so we will can learn more about how the combat system works.  Paul has talked a bit about how combat works so far and it sounds like swarms of small ships are a viable option.  I'm just hoping that larger ships have some benefits against small ships.  For example I would be really upset if my large ship has to kill small ships one at at time if it can split its fire and still kill the small ships. 

 
End of kestlstw's quote

 

As far as I am concerned that might be the only reasonable way to balance huge vs small ships. Do you make huge ships with overkill power, but with the health that make them stayers and survivers and the Power to make sure enemy ships gets wiped out completely, or do you make swarms of small ones that don't waste firepower, and are easely replaced, but might spread fire to much on the enemy and do less complete kills. Or do you mix it up? This is what interesting strategy is all about.

So no, I wouldn't be upset what so ever, but I'd be upset if there was no usefullness for small ships and combined arms.

Reply #6 Top

I wouldn't be opposed to technology allowing ships to target multiple opponents or scanning tech needed to intelligently determine how much to target on a single ship but every warship only being able to fire at one target at a time is poor warship design.  Even as a game that mechanic doesn't make sense. This also encourages large ships with low offense but huge defenses making large ship fights tedious slug fests if either side can do any damage at that point. I think the targeting technology would be the best option to resolve the issue, that way its a choice for the player to go with a mix of ship sizes, swarms of smaller ships or research the targeting tech and run with larger ships that can take on swarms of smaller ships. 

Reply #7 Top

I don't believe ships will be firing at one target at a time from what hints we have...

Reply #8 Top

Maybe small ships can be harder to hit. They are small targets afterall.

Reply #9 Top

That works, especially with carriers coming.  If large ships could only target one ship per turn carriers would be overpowered.

Reply #10 Top

Darca with reply four what. All hulls is size with hit points. In star wars big guns couldn't hit small ships and vice versa small ships can't destroy big ships without special weapons that specialized ships had. 

Reply #11 Top

That is outdated movie Si-Fi, I love it, but wouldn't take any facts or relevant info from it. In galciv, this game. Things have accuracy and range, there are no big guns or small guns for hulls. This concept is fair.

Reply #12 Top

Though I understand the gameplay reasoning, making a ship smaller doesn't realistically make it harder to hit outside of the delay between firing and impact.  Even modern-era targeting tech can easily lock onto small aircraft, missiles, and in some cases even projectiles like mortar shells, and in the case of beam weaponry there is no delay between firing and impact.  Small vessels would only be able to dodge missiles and kinetic weapons by staying so far away from the enemy that they have time to move out of the way (or shoot down the projectile on approach.

Reply #13 Top

There is range and rate of fire, I'm not sure that accuracy is a stat being used for battle calculations.

Reply #14 Top

Small ships that stay far enough away to have time to avoid missiles and kinetic rounds are too far away to be able to hurt a big ship, I believe. I also would think missiles would be guided with internal systems, making dodging a bit more difficult.

Reply #15 Top

Quoting peregrine23, reply 13

There is range and rate of fire, I'm not sure that accuracy is a stat being used for battle calculations.
End of peregrine23's quote

IIRC only one of those stats are applicable to each weapon type. So yes, accuracy is used. Though I do not know for sure if all three are on each weapon but only one is upgradeable.

 

DARCA ;- )