Defence and the Tech Curve

One of the most interesting things about the GalCiv2 combat model, to me, is how things change with tech level. In a lot of games, it's common to have things in a sort of stasis. In the beginning you have ships with 10hp, 10 attack, 10 defence and later you have ships with 100hp, 100 attack, 100 defence. In GC2, we have two mechanisms that really go against the usual lock-step scaling.

1. Base ship hitpoints hardly increase at all compared to potential attack and defence values. The only major source of new hitpoints is experience and larger hulls (tech increases to hitpoints are fairly minor). The larger hulls are mostly a wash, since they also include more firepower. Experience can't apply to everyone since any time two opposing, experienced ships meet, one is going to die.

2. Non-optimal defences become less and less useful. At the start, an X/1-1-1 ship is equivalent to 3 defence in everything (it might actually be better, if the 3 defences are 3 separate rolls). At technology marches on, the only really significant contributor to defence is the optimal type.


My question: what do these changes mean for the viability of defence? Clearly, as technology progresses, it takes a larger and larger commitment to defence to give your ships a reasonable chance of surviving if they are ambushed by an all-attack force.

One way to respond to this is to get out of the defence game entirely, and commit to always being the attacker, not the 'attackee'. Certainly this is viable against the AI right now, as it undervalues both movement and first strike. If you face an opponent who is as skilled as you, however, there are some drawbacks. First, to always be the attacker, it's hard to hold ground. As opponent speed increases, the buffer of space you need to give them goes up too. If the opponent has multiple staggered fleets, it becomes increasingly hard to engage one without being in range of a counter-attack from another. You also run into problems as speed starts to bump up against the maximum sensor range.

Another factor: if your opponent is using the same 'eggshells with sledgehammers' approach, more and more of your attack is going into overkill, especially facing small/tiny ships. If you are facing tiny ships with no defences, going from 15 to 20 attack has reduced marginal gain. Clearly, commiting to *some* defence is probably going to be useful even late game, since it allows you to use starbase defence boosters, and the marginal cost in terms of lost expected damage per round is fairly small.

What about a big commitment to defence? I don't see how this would make sense on the smaller ships, since it would be hard to put on enough defence and still have enough firepower to kill the enemy quickly. Defence is more efficient in larger ships that are fighting smaller ships (you get to fire your defences more times, on average). One rule of thumb is that a defence equal to your opponents attack reduces his expected damage (and therefore increases your life expectancy) by a factor between 2 and 3 (approaching 3 in the end game). In the long run, in a 'high hitpoint' world, this is equivalent to multiplying your attack score by 2 or 3 against an undefended opponent. In a 'low hitpoint' world, this is both better than the 2 or 3 multiplier (less damage lost to overkill) and worse (you might not survive the first round, regardless).

Anyway, I don't have a good analysis on this stuff, and clearly it depends on what the other guy is doing. What do you guys think?
8,137 views 14 replies
Reply #1 Top
Another wrinkle on this (and to bump it back to the first page...):

It's been argued that a point against defence is that it can be unlucky. At a stage in the game when attack and defence scores are high compared to hitpoints, one low roll on defence, combined with a high roll for the attacker, can be crippling or deadly.

While this is true, I don't know that an all-offence design is better off here. A low roll for a no-defence attacker probably means it's going to be killed on the return volley. If a no-defence ship is attacked, it won't have the opportunity to roll high on defence and perhaps save itself.
Reply #2 Top
I think you should analyze the "fleet" aspect of combat some more here. The exact makeup of the fleet can be crucial to some battles, especially against enemies with a lower amount of logistical knowledge.
Reply #3 Top
In the game, when you start getting techs... you have to go down the tree pretty far to get enough in a certain space. Just cause you think advanced deflectors sound cool you really need something like shields II ! Smaller, more defense rating per component. Just like weapons. You need to have advanced defence techs as well as the weapons.
Reply #4 Top
Defense is fun. That's the primary reason I use it. I also like knocking out three of the enemy's ships with just one of my own, which can be done with a correctly defended ship. Doesn't always happen, but sometimes it does.

I tried combining defenses, and they added together instead of giving two rolls. I have always found that using one of the most powerful defense is better than multiple, smaller, weaker defense modules. I don't understand the relationship with mixing types. If my Armor-2 defense is used alongside Shield-2 defense, what is my combined defense against Mass Drivers? Still working on that one.

It makes sense that defense is more effective with larger ships, esp. when fighting greater numbers of smaller ships. However, I always seem to get the upper hand even with small ships, if I'm 1-1 against the AI's 2-0 heavy fighters, even if I don't have quite as many ships as the AI does. In addition, my ships survive more battles and gain more experience than the 2-0 kamikaze ships, eventually sloping the odds even more towards my favor.
Reply #5 Top
honestly, just play the game on higher than intelligent so you have a game that proceeds to late-game techs. You will see the truly dominating power that are ships with high, appropriate, defense.

Of note, your instincts are right, and that is that defense is not totally useful untill you get your attacks in the 8-10 range. after that, excess firepower yields less results and defense more.

FInally, if you are going for the grossly outnumbered but technologically superior strategy, it is essential that your ships have a high enough defense to give them the stamina to fight wave after wave of enemy fleets.

Ultimately this is a much more economically advantageous strategy, and thus you see the ultimate power of defense. In the long-run it will let you defeat other empires for less money, thus keeping a higher percentege of your GNP in research, and maintain the technological edge that will lead to galactic domination.

MG

PS, as an example, I played an intelligent game with a custom race that had +50% to starship weapons. I conquered the ENTIRE galaxy with ONE squadron of three 24/12 (6 armor, 6 shield) large move 10 cruisers. I couldnt have done that with 36/0 cruisers, becasue they would have had to sit waiting for repairs too much.
Reply #6 Top
It's been argued that a point against defence is that it can be unlucky. At a stage in the game when attack and defence scores are high compared to hitpoints, one low roll on defence, combined with a high roll for the attacker, can be crippling or deadly.


The sad thing is that i've had a huge ship with 125 missile (5 Black Hole Errupters) and 20 armor ( 2 zero-point armors) lose to a fleet of 5 ships with each having around 10 mass driver attack and a few points of shield defense. I thought I could break my fleets up to take out more faster, but ended up paying the price. It's cruel to see a ship with that large of an attack not kill a ship with practicly no defense in 1 shot.
Reply #7 Top
Hi guys, Ive commented on this issue many times before;

I personally believe that defence rolls should be more likely to be consistantly high, although with the possibility of a low roll still there.

The defence values generated should be skewed somehow so its more likely a higher result is obtained than a low result. Maybe random number generator for defense could be altered so that it favours a higher value(say 66% or even 75% of defence rolls generated will result in values greater than 1/2max defense value.

Im thinking this would place more emphasis on ship defence while not greatly affecting AI coding. The AI tries to make good use of ship defenses currently so this would not impact negatively on AI civs tactics.
Reply #8 Top
I found that if I put *one* ship in a fleet that had shields..they *all* seemed to benefit!? Just a cursory look at the combat log, showed all ships having the defence icons...can someone confirm this?
Reply #9 Top
Personally i thinks most defence equipment is too big from the start, i think all defences should weigh less than they current do in relation to weapons, under current system going more focus towards guns is more benficial


to have a effective defence you really need a 'prime' defence and 2 lessers eg say 20 defence sheilds, 10 point defence, 10 armour

but under current system its just not possible except when your in range of starbase benfits


otherwise the enermy can just take 2 ships with focused weapons of different types and they can take down anything quickly, because you cant defend effectivly against both
Reply #10 Top
Well I haven't played the game on the higher-intelligence difficulties so I can't commet about that, but on lower difficulties it seems like "eggshells with sledgehammers" has been the way to go. Usually I end up having an elite squadron with such obscenely high HP from previous battles that it doesn't die. (The micro-repair bots trade good helps this strategy a lot.) Conversely, the mortality rate for my less experienced ships can be high, but not so much that they can't get replaced (Usually by a ship that will live on to get enough experience.)

I think the defenses need to be enhanced against their non-primary parts, or if this is already done to have it declared. For example if the defenses were stated as having 1/2 or 1/3 effectiveness against non-optimal defenses, I think I could live with that, and it'd certainly make me want to take defense more.
Reply #11 Top
otherwise the enermy can just take 2 ships with focused weapons of different types and they can take down anything quickly, because you cant defend effectivly against both



I have actually seen the AI do this. They will load up thier ships (not seperate ships but one singly type) with multiple weapon types and come at you. They have devestated more than one fleet of mine this way and forced me to turtle up under the umbrella of military starbases until I could get my techs up to speed.

Felk the Free!
Reply #12 Top
Hi!
I have actually seen the AI do this. They will load up thier ships (not seperate ships but one singly type) with multiple weapon types and come at you.

IMO that's not such a good idea when defenses are common, and at least moderately effective, because one defense activates at EACH attack (from primary and secondary weapon). Even if it is not of the right one type, it can take some damage away. OTOH if opponent does not use defenses, then this tactics can be very effective: since attack rolls from 1 to max_damage, you'll always score at least two (three with 3 types of weapons) 1-point hits.
BR, Iztok

Reply #13 Top
Well in the particular instance where I saw it I was using laser techs and shields against an enemy that was using the same. All of the sudden his medium ships that I was doing fairly well against now have lasers AND missles on them and they are ripping through me like a hot knife through butter! It was quite disturbing to see. I am not sure of the numbers and such but that was my observation and I was forced to change my ship configurations to keep from having my battle line shoved down my throat.

Felk the Wincing
Reply #14 Top
I've noticed that my balanced fleets take less damage than my purely offensive fleets do, even when I make the first strike. If you take into account the way that non-optimal defenses figure into the combat calculations, you'll see that a point in any defense is equally effective against all weapon types. If you've got space and you're using defense you might as well put at least one point into each type of defense, because the first point in each is always used to full effect. That makes starbase defense assist bonuses extremely effective on ships with few defenses.

I found that if I put *one* ship in a fleet that had shields..they *all* seemed to benefit!? Just a cursory look at the combat log, showed all ships having the defence icons...can someone confirm this?

I haven't checked this in the combat log, but I've noticed that a single defensive ship in my fleet will reduce the damage my fleet takes by a very large amount in any given battle.