Damage and defences for combat rock paper scissors

BestJamie shared this feedback 41 hours ago
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I saw recently that the plan for combat is to have a rock paper scissors element to it so its not always one size fits all solution for how to build your ships, so I wanted to give my thoughts on how that could be implemented. Implementation of some parts of this have been suggested before but I'm suggesting this as a whole system of things interacting with each other and how they interact is the most important thing to me.

So the first issue to discuss is that you cant have combat rock paper scissors in a vacuum with just weapons, because then either the weapon that deals the most damage is the best or they all deal the same damage and there is no practical difference between them. You could do this by making contextual differences in weapons for example different weapons working differently in space vs in atmo vs underwater, and I think thats probably a good idea, but the other thing I heard in the same place was in the desire for longer, more drawn out combat, which means you need to either massively reduce damage stopping you from getting those big satisfying ship destruction scenes where a ship is absolutely destroyed, or you need someway to mitigate damage before a ship can get crunched, and I think thats the more interesting path.


The second issue is you cant have just two forms of defence because if you do then the best solution is going to be a balance between the two or if the two are mutually exclusive then that means theres just two different ship types that both exist and people will probably decide one of them is better. In SE1 thats armor vs mobility. In order for there to be at least some complexity there needs to be at least 3 different types of defences (and corresponding weapons that are good against each) and there should be some kind of trade off between them. With that in mind heres the solution I came up with.


Defences

Mobility

Mobility needs a buff in my opinion, as its simply not that effective of a defence as things currently are. There also needs to be more of a tradeoff between a big ship and a mobile ship beyond just requiring you to add more thrusters. My suggestion is to make it so that the effect of the mass of a ship has a reduced impact on acceleration (compared to the current state) but that the effect of mass on acceleration increases with velocity. By my understanding the way this is currently handled is a = F / m like in real life with maybe a few constants thrown in there for tuning reasons, but my suggestion is something more like a = F / (m + (m^v)) . If you didn't immediately catch what that means it basically means that a big ship and a small ship with the same mass to acceleration ratio will be equally manoeuvrable at low speeds, but at high speeds a larger ship will be very slow to change its direction compared to a smaller ship, and this isnt a linear relationship its an exponential one meaning the faster things are the more pronounced the difference is. Obviously that formula cant be implemented as is, every value would need to be multiplied by some constant to tune it (v in particular needs to be made way smaller), but doing this should make it that you can allow small ships to manoeuvre at incredibly high speed without risking giving large ships the same ability. This should be to the point that it becomes incredibly difficult to hit a manoeuvrable ship with any weapon with a travel time, but still easy with hitscan.


Armor

In order for armor to slow down combat without making it so that ships are too durable when they actually get destroyed there needs to be a mechanic which prevents damage from doing too much until some sort of threshold is reached then limits the effectiveness of the armor. My suggestion for this is damage sharing. The idea is that all connected armor blocks form an armor group. When a block takes damage some of the damage is dealt directly and some of it is divided amongst every single armor block in that group. The exact ratio should depend on the weapon, with armor piercing rounds dealing more individual damage and light rounds dealing more spread damage. In order to stop armor from exploding from the ship being hit somewhere else and to act as the threshold I suggested earlier, once an armor block has taken a certain percentage of damage it no longer acts as part of the armor group, Id suggest like 30%. At which point the armor starts being able to deform, taking full damage from all weapons, and no longer reducing the damage to other armor. This means weapons that cant focus damage well or that have low flat damage are ineffective against armor, but weapons that have high single target damage are good against it, since it will potentially be able to punch a hole through to the more delicate internals. Things like armored windows and armored cockpits could probably be included in blocks that can benefit from an armor group to allow people to build cool looking ships without making it so that the cockpit can easily be sniped. For this to work though you would need some ability to repair massive sections of armor at once. Theres a few ways to do that, but without it repairing armored ships after battle would be too annoying to use them. Side note this would mean you could have a detector connected to an armor group that tells you how many hitpoints the armor group still has, and you could input a max hp value so that the ship tells you your hull integrity as a percentage which would be cool!


Shields

Shields are the only defence not currently in SE1 and theres probably other types of mitigation that could work but I think shields present the most interesting potential for mechanics and changes in the way a ship would need to be built. Shields should have a base size cost making it difficult or impossible to fit shields into a small ship. This should be done by breaking shields up into a few blocks. First you have the shield core. This would be a large production block sized core inside of your ship. That block would be where your shields would get managed from and where you would need to get power or resources you need for the shields to work to. If this block gets destroyed or taken out, the shields go down. It would work kind of like a battery where it has a power capacity, when the shields get damaged this battery is drained, when its empty the shields go down. Importantly the shields will only be able to charge while down, and if the shields get fully popped by damage they can only get turned on again when the shields are at 100% so that popping a shield gives you a chance to focus down the ship itself. Other blocks would be shield capacitors which increase the shield power capacity, but mean that it takes longer to get shields back up if they go down, and need to be piped/wired into the shield core somehow, and shield emitters which actually determine where the shield is protecting. These would be like grav generators but instead of applying acceleration in the region it would apply shields to friendly blocks. Ideally these would have a smaller radius than a grav generator meaning you actually need to distribute them throughout your ship, to make it a bit more interesting as you would also need to pipe these up to the core, which could lead to some cool things like having two separate shields so you can turn one one while the other recharges, or having non combat shields and combat shields, or having separate shields for different parts of the ships so that only some parts of the ship become unshielded when the shields go down. All of that having a tradeoff obviously with having a single bigger shield. For the way shielded blocks work any time they would be damaged, they arnt. Instead a flat amount of energy plus an amount scaling with the damage gets taken away from the shield core capacity. This would mean that the most effective way to drain shields is lots of instances of low damage. I would say that if a block is shielded by two different shield systems then the damage cost gets split between them evenly.


Weapons

Lasers

Lasers arnt in SE1, but I think they make for the perfect hitscan weapon to counter mobile ships. They should have the lowest dps of any weapon and a really high energy use to compensate for the fact that they dont need ammo, but thats not an issue for what we want them to be doing. Since they have such a high power usage that makes them pair great with ships that have armor since you can afford a robust power system mass wise, and arent already spending all of your energy on shields. There should be burst and continuous lasers. Burst lasers shoot a single hitscan shot with high damage(for a laser) for taking out mobile ships with a bit of armor. Continuous lasers shoot a constant stream which has low damage but which triggers the bonus damage on shields about once a second, for mobile ships that also have light shields. This still wouldnt be that useful against heavy shields or armor but prevents making it so that a mobile ship with a little armor or a small shield is the best choice between the two.


Light Kinetics

Light kinetics, or rapid firing low caliber bullets are the perfect counter against shields since they would trigger the bonus damage against shields multiple times a second for every bullet that hits, but having travel time wont be able to deal as well with evasive manoeuvres from an agile ship and will have most of their damage distributed on an armored ship. They would have the side bonus of being the best anti-personnel weapon as well. These guns would work best with manoeuvrable ships since they dont require a ton of power or storage infrastructure (but still a little) that bigger munitions or lasers need, making them easier to implement than any other weapon.


Heavy Kinetics

Heavy Kinetics includes things like railguns as well as straight up ship to ship ramming. This is high instant damage, with big cooldowns making it really effective against armor, since it can punch holes through the armor to the squishy important components on the inside, but less effective against shields due to not dealing lots of bonus damage from the flat per instance bonus, and they would be even harder to hit highly mobile fighters with than with light kinetics. These would work best with shielded ships since they dont take a ton of power, and shielded ships can easily avoid taking damage during the cooldown after firing. Additionally shielded ships would be the best at ramming as a well shielded ship deals with ship to ship impacts better than an armored ship, since a ship to ship impact would be a single large instance of damage.


Explosives

I think explosives should be a special extra damage type, but not the king of damage types. Rather it should solve a different problem than all the others so far. Explosive damage should be weak against all defences, but if you get past the defenses then explosives should be the kill shot. Rockets should barely do any damage to shields, have low armor piercing and be hard to hit on mobile ships. But if youve punched a hole in the armor, disabled the shields, and cornered the ship, then a single well placed rocket can be the perfect killshot, exploding reactors and shield cores and things like that, which explode in turn and can cripple a ship. Explosive weapons are valuable and important on any ship, once youve set things up to make them usable!


Im interested to hear what people think about this as way to get a rockpaper scissors feel to combat while also letting combat be a bit more drawn out, and if anyone has any thoughts about differences they would suggest to this idea!

Replies (1)

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Campaign for the protection of small ships (Satire)


Small ships have been having a hard time lately.

With all those armadas of dreadnoughts and carrier maxes everywhere the little guy is being oppressed. And now with the prospect of shields, all of the big ship players are saying, 'no shield for you little one'.

As if masses of heavy armour weren't enough, impenetrable capitol ship shields too now, this is unreasonable.

Small ships are made mostly of tissue paper, string and glue, why can they not have better protection.

'Oh lets just ban all small ships and only let them exist for target practice.', I hear you say.

OK, dark side force user, remember what happens when you get over confident.

Small ships need better protection, big ships do not. end of.


But seriously, game balance and varied play styles are king.

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Part of the idea was to buff the mobility for small ships so that if you do have a small ship with no armor or shields it can move change direction faster than anything else making it super hard to hit! That said if you have an idea for a third form of protection that mainly works on small ships and gets less effective with bigger ships (allowing you to maintain the fact that its impossible to build a ship with all 3 types of protection) I would love to hear it!

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"Mobility"

Mobility is already relatively passable even in SE1. If I were to make a change it would only be to make small-grids have a higher top speed than large-grids (obviously not a thing with unified grid), and to remove grav-drives so that a kilometer long ISD doesn't have better acceleration and maneuvering than an actual fighter. The bigger issues tend to be pilot strategy and fighter design, with too many people thinking that if going fast should give you plot-armor and that the cockpits are too fragile because they lose them first after putting them on the nose of their ship and then flying face-first strait in to turret fire. Sadly you can't really program player-inexperience out of a game like SE, so we'll have to think up something else to get people to use small craft long enough to get the experience to figure it out.


"Armor"

-I'm mixed on this one. Having the ability to conduct some damage to nearby blocks would toughen up 50 and 25 cm assemblies a bit, helping encourage people to use tiny ships long enough to learn how to actually fly them, and it would help balance the "size meta" just a bit (though the meta is natural and logical, a bigger time and resource investment should be more durable). On the other hand this often starts people thinking "something I like needs buffs for balance", at which point they stop thinking and never bother to consider why their single layer of heavy armor on a tiny corvette with a single exposed bridge failed to survive flying strait in to the opening volley from the primary weapons of a battle-ship an order of magnitude larger than they were. I like this idea, it may help fighter-pilots live that tiny bit longer they may need to accidentally realize they actually need to maneuver to avoid getting shot, but I doubt it will do much to fix people complaining about getting blown to bits when they under-build something and think it good enough because "it beats that keen ship with two gats and an assault turret as long as the bridge doesn't get shot out".


"Shields"

-No. This is fine as a mod or as some other non-vanilla thing a server has to enable, but it will turn defense in to a relatively easily solved math problem that will probably unintentionally turn in to a meta of big shields on city-block-sized thruster-packs with guns, because it almost always does. It will also invalidate solo-fighter-aces because they are already very limited with their ammo-storage and subsequently will probably run dry before they take the shield down to start going for those precision shots at weapons/thrusters/exposed bridges.


"Lasers"

-Probably a bad idea. Having a variety of projectile velocities isn't a bad thing, but if someone can just slap 30+ hit-scan turrets on a big ship and pull an anime-laser-sweep to clear the field of anything that would have been small enough to try and get under the big guns, then it would kind of invalidate the playstyles of anyone not going huge and tanky.


"Light Kinetics" "Heavy Kinetics"

-These kind of both revolve around the shield idea being part of the game, but I don't believe they would adequately balance it. People are unlikely to play "armor" as armor would require repair after every fight and will most certainly be the slowest by virtue of mass, meaning it wont be able to keep a "shield" ship from just dipping out to go recharge real fast if its about to lose the shield. At the same time "maneuver" is hard enough to pull off in SE1 against armor-slow opponents when you already know what you're doing and can pick turrets and thrusters off of them from the word go, "shield" ships will probably not suffer from those weak-points and will probably be quick enough to keep all but the best pilots in a good "maneuver" ship from effectively dodging fire.


"Explosives"

-Having a dedicated "finishing weapon" seems a bit silly. I know they can work to great effect as an assassin's weapon in games where you can get in close and line up shots like that early, or if you've got that fighter-ace skill I've referenced to get in close and strike small targets, but the majority of people here will be hundreds of meters from their target and unable to easily tell if they've adequately breached a target's defenses to land such a shot before the target is already dead. Lots of folks will also fire test shots at a slab of armor, see it does almost nothing, and avoid using it.

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Well, I can invent a new elementary particle if you like.

One that has a hyper strong repulsive force to similar particles.(Closer than 50m)


The particle will also react to small masses and energy fields moving at high relative velocity towards it, causing itself to accelerate tangentially to the incoming force.

This effect projects to to a 7m radius. The particle can be contained and its tangential forces directed usefully.

Attempting to place two of these particles less than 50m apart has only resulted in disaster, ripping all supporting materials to shreds.

The particle can not be moved with any stability at velocities greater than 300m/s.


The particles are extremely rare/valuable.


This is an initial proposal, it probably has flaws that will require modification to the concept.

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The particle will absorb energy from incoming ordinance, reducing the ordinances effectiveness.

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A particle with a large repulsive force - the particles will also repel each other and immediately fly off into space. You have no way to keep them "together".

The forces work in both directions - when you fall to Earth, at the same time the Earth itself is falling on you... It's just that the difference in the weight categories is such that the Earth falling on you is practically impossible to measure...

The particle absorbs the energy... That's physics nonsense, or a misunderstanding of what's going on and how the thing works...

Energy cannot be "lost", it can only be changed into other energy (motion - even particle motion, heat, radiation). Moreover - a projectile is made up of a "huge amount of particles", so you need a similarly "huge amount of particles" to capture and brake it.


Another logical and physical problem with the shield:

the projectile has a certain kinetic energy, which is concentrated in its material (and thus in a certain spatial volume). To stop the projectile, you have to concentrate that same energy in a space of comparable dimensions. This can be larger - say a projectile stops ten meters of movement in a shield - so it will be a pipe with a diameter of the projectile and a length of ten meters. This space has a certain volume and contains a certain energy (corresponding to the energy of the projectile). So you can also describe the power of the shield as the amount of energy in some (small) volume - and you can call it "spatial energy density".

But the shield is supposed to protect the whole ship, so its volume is large - and when you multiply the "spatial energy density" by the volume of the shield, you get the amount of energy needed to create the shield. It's going to be gigantic numbers...

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This is a macro particle, not seen or discovered in our solar system. Do we really have the ability to understand such a thing in the present day using our dated and dogmatic standard model? We are talking about the future and about a science fiction.

Now in terms of futuristic science fiction can you make this particle work?


I heard somewhere that a consensus of 'cosmathologists' invented both force and particle that they could not see, could not touch, accounted for a huge portion of everything that exists, and that no one had a facility to prove otherwise(until recently), because maths, models and next years research grant said so. Paradigm shift needed, IEEE rules the universe;p

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Dark matter and dark energy... Responsible for holding the universe together and for the expansion of the universe... What's the problem?


The problem is, for this to work in the physics of the universe and cosmology, the average density in the universe has to be roughly "milligrams per whole solar system volume"

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OP going to try to extend a bit from your original attributes and weapons by bringing up some axes I think they should fit into, curious on your thoughts:


Engineering is all about tradeoffs, and so I think combat in an engineering game should be really clear about the axes of combat effectiveness and their tradeoffs against each other, as can then be manifested in ship designs/engineering. Ideally the min/max equations of those tradeoffs would encourage "giving up" on some of these axes to excel at others, creating variety of ship roles:


- Stealth / Detection - Being stealthy should have to take away from firepower, speed, defense, and/or detection. Ideally through understandable and realistic systems like mass, power usage, thermals and radar cross-section (size). Similarly, strong detection capabilities shouldn't be "free" and should weigh against stealth and/or the other attributes (power requirements, lots of big antennas that take up weapon/armor space on outside of ship, and active vs passive detection all help with this)

- Evasion / Chasing - Speed tanking should be effective at least against heavier damage potential weapons at range, and maybe more for small fighters to be effective. Giant ships with more weapons and armor should struggle to catch small ones, at least if both are designed for combat use.

- Damage Potential - high damage potential weapons should both be harder to hit with (accuracy, for missiles ability to jam/shoot, for lasers ability to mitigate with special armor, whatever), and probably also force a tradeoff through size, mass, ammo size/amount, or power requirements to reduce other ship capabilities. This makes super high damage weapons suited for larger/closer/slower/less-stealthy targets.

- Accuracy - makes weapons more or less effective against far targets and speed tankers, projectile speed is a component of accuracy.

- Countermeasure immunity/effectiveness - Ability for large and even slow ships to play defensively by stopping or greatly reducing certain high damage-potential attacks, at some cost. Point defense and flares are examples of this. If certain types of jamming/countermeasures relate to ship attributes, it can help small/light ships be harder to target and hit with high-damage weapons (ex. flare/jamming more effective if defending ship signature is much smaller)

- Armor - should make ships worse at chase/evasion, require less exposed magazines for powerful weapons to reduce weakpoints, decrease stealthiness, etc.

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