Ship Balancing

Ships seem totally underpowered in the beginning of the game. After researching about 30 technologies related to building ships, I can fit 1 weapon, 1 hull, 1 shield, and 1 engine on a medium craft. It does 2 beam damage, has 2 armor, 1 shield, and gets 2 movement points. If you think about it, we have jets flying around right now that are being armed with several missles (stingers), machine guns (mass drivers), and laser cannons [really] (beam weapons), and these would qualify as "tiny" class vessels.

On a tiny class vessel, you should be able to fit 1 missle launching device, 2 beam weapons, armor, a shield generator, 1 chaf, and 1 engine. A mass driver should not be able to fit on a tiny ship, because mass drivers require long barrels. In fact, a mass driver should only fit on a large or larger class ship, and it should do gobs more damage than lasers. Mass drivers should take up huge amounts of space, but they should also do huge amounts of damage, and penetrate magnetic-based shields (only kinetic shields or shields that warp space should affect mass drivers).

Also, a fleet of 2-3 small to medium sized ships with lasers and missles should be able to take on the initial fortifications you can build on a starbase (I'm talking about the very first two that give you a +7 to two different attacks).

Fleets are another issue with ships. Any government that can build interstellar ships should be capable of commanding a fleet of 10 vessels, no matter what size they are. Early on, I can't even join two constructors into a fleet. You should, by default, be able to build fleets of 5 ships. Anything past 5 ships should be based on your logistics. Instead of having each ship require 5 logistics points (or whatever) and summing them together and doing the comparison, you should say that each logistics point is another ship you can put in your fleet. Also, larger ships should allow you to join up smaller ships into the fleet and act as a command carrier. For instance, with a large ship, you would have 20 fighters, 2-3 medium ships, and 5-10 small ships as your fleet. Then, with a ship one size up from the large in the picture, you might have 2-3 copies of this structure. Each ship size up should be able to control 2-3 ships of the size smaller than it. Then, when you have a ship like a Death Star, you could have 2-3 capital ships that each control 2-3 ships one size smaller, that each control 2-3 ships one more size smaller, etc. By the time you reach the bottom, you would have something like 60-100 tiny ships and around 1000-2000 fighters. Now, I just started playing this and haven't seen any fighters, so I don't know if you even have them in this game, but this is how things normally work. The logistics points would actually be used to determine how many ships of each size smaller a particular ship can control.

Also, given the limited number of squares on the planets (and thus the limited number of factories you can build), and given the damage each ship can do, they seem over-priced (take too long to build) to be an effective tool.

5,920 views 7 replies
Reply #1 Top
Actually, when you start the game, to match your analogy, you shouldn't be able to build anything. After about 100 years of research, you should then be able to fit on what you want. If you are using airplanes as your example. So, let's see... every turn in GalCiv is 1 week. 52 weeks in one year. Now, times 100 that makes... 52,000 turns. So, after playing for some 52,000 turns, then you should be able to fit 1 missle launching device, 2 beam weapons, armor, a shield generator, 1 chaf, and 1 engine.

As for fleeting... fleet combat requires different tactics then just single ship on ship combat. That's currently being encompassed in the "Logistics" tech. Odd naming, but there you go. If we took 5 graduates from the US's Air Force Space Command and stuck them all in something higly X-Wingish, they wouldn't be able to coordinate themselves into a functional single combat entity spread over those 5 ships. That's what a "fleet" in GC2 is. One single combat entity spread across multiple ships.

Now, I do agree that I'd like to have more equipped ships after researching some 30 to 40 ship related techs. But thems the breaks as things stand. I bet this gets adjusted though.
Reply #2 Top
i wish the AI would get catious if they saw one of ur ships with a bunch of extra stuff on it. and if they got close only then would they realize its actually a harmless constructor
Reply #3 Top
I would suggest not adding so much in engines to it.  Ships have a base rate of movement.
Reply #4 Top
Ships do seem underpowered to me as well.

Every time I decide to finally try and build a fighter craft, I equip one, but am usually dissatisfied with it and scrap it, hoping the next upgrade I research will make producing them worthwhile.

In the end, I gave up and started mass producing junkers I wasn't happy with because they didn't feel powerful, but could spread out and get the job done. That's when I realized that the CPU was in the same predicament, and we went about slathering each other with wet noodles.

If the base sizes of everything were cut in half, or ship capacity doubled, ships would be so much more fun to make and customize. Currently, I'm obsessed with playing as the Yor Collective for just this reason - They start with a bonus to miniturization that I find too good to pass up... even then, it doesn't feel "strong" enough when I make a fighter, but they're one sensor or engine better.
Reply #5 Top
Hmmm.... my earliest ship designs tend to be weapon only, no defense. Until anyone else starts adding defense, that's good enough. The next thing I add is defense. Then I start branching out.

Defenders: All weapons and defenses.

Interceptors: Weapons, engines, and defense, in that order.

Raider: Weapons, engines, range, defense, and sensors, mostly in that order.

I don't have a problem with the primitiveness of the early ships. Heck, I've got a game going where I've got about a third of a gigantic galaxy under my control, and except for a speciallized "BFHammer" class, the best ships I've got are 8Gun, 6 Shield defenders based on a small hull. No ships in the game can touch them (not even the 505HP pirates ), but they can't take a properly upgraded starbase, and that's what the BFHammers are for.

I find that a lot of enjoying GC2 is resetting my expectations from GC1. No, you don't ignore low-PQ planets because they're more trouble than they're worth, you won't see many sudden improvements in ships (in GC1, rolling out my first Overlord was always a happy event), etc.
Reply #6 Top
I'm with popup target here. I actually am growing, slowly, to like how the ships work (now that miniturisation doesn't? play a part in component size increases). Still a bit irked that components increase size at all (relative to base hull size), but I'm learning to cope. You can do some funky things with both early and late ship designs. Just have to manage both the designs AND your empire properly. Like, don't put too much faith in the navy to save your bacon, or expand the empire. In time tech advancement will allow you to make cooler ships.
Reply #7 Top
Navy.