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Even if the smaller ship has better weapon and other tech, they still have tough fight against the bigger one.
I don't know how will the Ship Designer in Predestination will be implemented. But from what I reading in the game forum some time ago, it will be like Galactic Civilization, except that it is the reactor power that will decide your ship size and strength. I don't know if it's still true or not. That's why I propose this Men Power resource to limit the number of big ship that you can build.
In my idea, even if the biggest ship is the strongest one, but you can't build many of them, because you still need the quantity to cover your vast space empire, and even doing aggression against another race. No single ship can do all the job, But the big, meany, and powerful ship is still needed by your Space Navy.
The example of this in real life is that even when Japan can build one of the strongest, toughest ship in WW2 that we call IJN Musashi, but they can only build 2 of them. The rest will be cruiser, destroyer, Submarine, and even patrol boat.
I don't think that Predestination is all about planetary / colony management. It is not a sim city. It has features that even many hardcore 4x space game has. so why not give us a bit deeper of fleet management? I don't think that the officer resource will push you too deep into micro management things. You just can't stick to one kind of design / size. You'll also need smaller ships to do your bidding, that's all.
I think what you see from the Predestination is different to mine. Predestination is not all about colony building. Right now, it is, because the other features still not implemented yet. That's what I see from this game.
And why it's overcomplicating things? I don't understand you. It's only about number. And you can always build more Space Academies. My idea doesn't limit the number of menpower resource to a certain number from the beginning to the end.
I'm start to thinking that what you said about SOTS 2 was all about you, not the fault of the game itself. In my point of view, SOTS 2 is not overcomplicated or problemsome. In my view, SOTS 2 is not as complicated as the other 4x space game, like Space Empire, etc. So it just the game (SOTS 2) that doesn't fit you.
Ok, I conclude that this discussion won't go anywhere. Because you like simplified game design while I like a more complicated one. So I think that we should agree to disagree. It is pointless to debate it furthermore. I will let the DEV to decide, where the game will be go. Will it satisfy you, or satisfy me. It's up to them.
So in the end, smaller ships had a reason to exist in the game, mainly to hunt pirates & attack small outposts or perform hit & run strikes (fast fleets couldnt' be caught by slower ones)
Note DW (Distant Worlds) is a real-time 4X game, so speed does matter more there.
But talking about DW feature. I like how the ship designer that they have. It is the freedom of how you make your ship. It is a surely depature from the older 4x Space Game Ship Designer feature that decide to limit the size of the ship (Frigate, Destroyer, etc)
I think there are another game that has a good big - small ship balance. It is Solar War.
If anyone has been critical of devs, it is me! You can check original forum under Advent and see how unhappy I am! Maybe it is my age or just coincidence, but I came to realise that despite me having best intentions for the game and that been a reason for my criticism, I have to be a realist! Small indie team cannot be as flexible as bigger Dev teams ( indie or not)...I came to a conclusion that this game will not be what I would like it to be! I am a Kickstarter backer and have spent a lot of money compared to what the game is asking on Steam! Reason for my backing because I had a vision what this game can be...I forgot that Devs also have a vision of what this game is going to be! So, finally I made a peace with this fact. In turn, I stopped supporting any games on Kickstarter, because none of those games will be what I want them to be so whay spend so much money.
PS:I supported 13 games of which only 6 made it through...Out of 6 none of the games came close to my expectations. A lesson well learned.
The reasons to build larger ships in Predestination are:
I hope that the balance will turn out fine using this approach, and we can of course balance things as we go. We also plan to have some racial traits that will affect this, such as increasing ship speed, and a Fighter Pilot trait that increases power grid output on small ships while penalising larger ones. Everything I wrote here is obviously subject to change, and I'd love to have your feedback on it since we're all discussing it now.
Cheers,
-- Brendan, Lead Developer
Segmented armour isn't in right now, but it's definitely possible if we wanted to spend some time adding that.
Cheers,
-- Brendan, Lead Developer
And I love the multiple hex and AOE weapon :D great feature, Brendan. That's what I love and make me decide to buy this game from long time ago
@faijeya : It's okay even without segmentation. Just say that there are 3 hexex of the ship get AOE weapon fire. It will make the ship get hit 3 times. If you say that the big ship will get disadvantage, then yes, it is a disadvantage for a big size guy. But you still can balance it by adjust the number of HP or the capability to put more defence to it. And you can always put escort to protect the blind spot for her.
Btw, Brendan. I have a question regarding of the ship designer. Can we decide the number of hex that the big ship occupy, or the game will decide it for us? Well, if the game give us freedom, Like if you let us choose the number of hex that the ship size is. it will be better, that if the game has decide that a Battleship will occupy 6 hex while cruiser occupy 3 hex, it's okay too. Hopefully we can decide the position of the hex. But if not, it's okay too.
Reactive Strike is a property that point defense weapons have where they automatically get a free shot against one ship or missile that comes into range each turn. The idea is that you could use a few cheap point defense frigates as a screen against missiles and drones.
To answer your ship size question, hsj_adv, each size class has a specific grid layout and it'll be the same as it currently is in-game, so frigates are one hex, cruisers have four, and battleships have six. This does make cruisers more vulnerable to AOE weapons for their size class, but we're thinking that's a good thing as it incentivises people to build battleships and use frigates for their small defense.
Cheers,
-- Brendan, Lead Developer
"Miss chance: A large ship firing beam or projectile weapons at a smaller ship gets a 5% miss chance for every size class the defender is smaller than it."
While it might work as a mechanic, it's very hard to accept as intuitive.
First, it's very hard to have a reasonable explanation for why beam weapons are missing at all. Unless combat distances are measured in light seconds/minutes. In which case projectiles as weapons become laughable.
Second, you would need to come up with an explanation for why your bigger ships (which presumably have more sensor equipment and computing power) are less accurate than their smaller counterparts.
Small destroyers being harder to hit than your hulking capital ships? Sure, that makes perfect sense.
Those same destroyers being able to hit each other while the capital ships are doing their storm trooper impersonation? It doesn't really follow.
It just like a Japanese Tactical RPG game called SD Gundam Generation Series, where the commander unit of the Mobile Suit can target the enemy for his / her carrier.
It's like shooting a target with a handgun from 20m distance and telling you can't miss, because the bullet needs 1/15 second max to reach the target. [/quote]
This make sense, I and I could accept that. But I think we might have different interpretations of what a beam weapon would be.
In my mind a beam weapon is something that maintains it's attack for a prolonged period of time (Think flamethrower, only lasers). As opposed to a starwars style laser blaster.
Ofcourse, if you said it could still be off target when the weapon first fired, but took time adjust, I'd agree.
It could even be turned into a game mechanic of some sort. Increased accuracy the longer the beam duration, with a trade of of a longer cycle time? Or even a simple "Beam weapons always hit, but have damaged multiplied buy your % accuracy"
Or it simply ticks for damage every X seconds, with a roll for accuracy.
But to use your analogy of the tin can, it would be like saying you couldn't point at it with a laser pointer. You might not be pointing at it the instant you turn it on, but not being able to hit it at all would be ridiculous.