Stellaris

Stellaris

ST: New Horizons
Harel Apr 27, 2018 @ 3:25am
New Horizons Dev Diary #1: A New Ship Class System
Welcome, everyone. We haven’t really done dev diaries before, but as a way to mark our 90k subscribers’ anniversary and because the next major update will include a fundamental change to game mechanics, we thought its time we give you a heads up on what is coming.

This diary will be a bit long and extensive, so bear with me. Today, I want to talk to you about ship classes, and how we are going to overhaul them over the next year.

The current ship classes

Historically, Stellaris has various limits that forced every buildable ship class to be available to all species. That had caused a few issues. We had to come up with classes that are generic enough in name and in play style that they can fit for every species. We then had to select actual Star Trek ships to go along with those classes, which often resulted in some things being somewhat shoe-horned in.

For example, it makes sense that we wanted, from a gameplay point of view, to have a more ‘tanky’ cruiser and a more ‘glass-cannon’ battlecruiser, but it is hard to find appropriate Federation ship selections that can fit those classes.

Other issues include that we are limiting the distinction between species and the ships – a Federation battleship is the same as a Romulan battleship, with the only difference being the global construction modifiers.

Finally, another issue is that some empire, especially the Federation, simply have more ship classes in canon and beta canon then everyone else. Since everyone has their favorites, it means a lot of people are disappointed that ‘their ship’ isn’t in the game – but the current ship classes system simply does not allow for an unlimited addition of new ships. Even with using unique sections to unlock more ‘classes’.

The Solution: Individual ship classes

Due to certain changes in Stellaris code, we can now allow for ship classes that are individual to a specific empire. In the next major update to New Horizons, we are going to do just that. On a test-case basis, to gather feedback, we are going to start overhauling the Starfleet ship classes. If the test works, we will extend this method to the four, major species – Romulan, Klingons, Cardassian, and Dominion.

The Borg, of course, already have their own ships for almost a year.

What does this mean? It means that, for example, the Ambassador-class will no longer be the ‘TMP Battleship’ that will eventually be replaced by the ‘TNG-Battleship’, but its own unique, distinct ship class – that might have unique advantages that will make you want to use it, instead of the newer ship classes. The old ship class won’t be automatically replaced by the new one, as it does currently, under the era system.

To make this point clear, the era system will no longer work in the same way for the Federation.

What is this change good for?

Well, giving ship classes individuality allows us near complete freedom on how they play out. The Galaxy-class can have its own values to make it different from all other ‘similar’ ships – allowing it to be faster or slower, more nimble or slower to turn, sturdier or weaker. It can have access to unique components, utilities, and weapons. It can have unique modifiers.

Naturally, for the sake of balance, initially, the ship classes won’t be too drastically different. But this allows us to add a few interesting new game mechanics, and eventually to build up the uniqueness of those new classes.

What new mechanics?

For starters, since 2.0 we can limit access to weapons and utilities (components were already possible) to individual ship classes. This allows us to do several fun things in the next update, that will allow the various ship classes and ship roles to manifest themselves.

Exotic Torpedo: The first such change is marking some torpedo warhead types as ‘exotic’. Those slightly more potent torpedoes will only be available to certain ship classes (destroyer and battlecruiser for the generic ship classes, enforcing those ship purpose as being the ‘artillery’ classes).

We are going to use the same concepts to mark another type of components as ‘exotic’ too. For example, the spore drive is going to come back – but will now be an ‘experimental warp drive’, only capable of being fitted into ships like the Crossfield-class.

Tech Limit: The second change will initially only be for Federation ships. The idea behind it that, for example, there is only so much refitting you can do to an old NX-class – it is simply not built for the pressures and energies made by, say, TNG-level warp cores and shields.

Ships will now have a ‘tech limit’ ranging between 1 and 9, marking the highest tech tier they can equip. An NX-class will have a tech limit of 4, meaning it can only equip components, utilities, and weapons up to, and including, tech tier 4.

Certain ships, like the tried and true Miranda-class, will have a very extensive tech range. Others, like the experimental Crossfield-class, will have a limited tech range – meaning you will probably replace it rather quickly as your technology advance.

This also means we can have a range of ships that are visually unique and differentiate them significantly just by allowing the ‘newer’ ships having access to newer techs.

Unique modifiers: the current way the era system works, all new ships gain a passive bonus to their health and damage. So, a TNG ship, when built, comes with a +20% bonus to health and damage. This makes newer ships better, by default, from the older version of those classes.

Under the new system, Federation ships will no longer gain this passive bonus. Instead, they will gain individual bonuses, that fit their tech level and role. While those bonuses will be equivalent in term of balance to bonus to the old era bonuses, they can be far more varied. For example, a galaxy class will gain +60% bonus to hull and +20% bonus to disengagement, making them a truly sturdy ship that has a very good chance to survive almost everything tossed at it.

What was required to make this transition?

The biggest change already happened, in Arsenal of Freedom – we re-factored all the game components to be on a scale. Previously, in 1.9, our components were fixed. There was, say, a certain ‘size’ of shields for a destroyer and a different ‘size’ for a battlecruiser, but those values were fixed. There was no room to add more classes.

The new system has all components on a scale, from size A – that fits runabouts, to size O – giant city-ships and omega cubes. Sizes are ranked linearly. Size O is about 55 times more potent than size A. This means that when we make a new ship class, we just need to assign it a ‘size’ for its shields, thrusters, etc. It also means we can easily make classes that, say, have weaker shields but very fast engines.

The second change has been partially done and has to do with resorting our weapon slots. With the 2.0 addition of the option to add a modifier unique to certain slots, we have begun to make use of it by using an innovative ship size restriction for our torpedo launchers, so we merged the ‘light’ and ‘heavy torpedo slots.

Important: The next goal is to change the current light/heavy cannon/beam breakdown, switching back to a more vanilla standard of having light/medium/heavy energy weapons, with a unique ‘extra-large’ weapon class reserved for unique and powerful weapons.

So how will this work, exactly?

When we were working on this overhaul, we realized that tossing 30+ ship classes at the player can be overwhelming. While we are certain some players will enjoy finding interesting fleet combinations by utilizing the various bonuses.

For that purpose, we have divided the Federation ships into 8 archetypes, that will serve a similar purpose to the current ship classes, coupled with the era system. Each archetype will represent a style of play, a certain role – such as artillery, fast engagement, tank, support, etc. When a new ship class under an archetype unlocks, it will retire the old ship class, in a similar way to how the era system works now.

The difference is two-fold. First, the individual ships will still be completely unique.

Secondly, players will be able to pull old designs back, using the Starfleet Museum mechanic, that will also be overhauled. The Museum will now act as a way to retire old ships again or to commission them once more. This will basically be like a toggle, that will add, or remove, those ship classes from the list of designable ship classes.

Every Federation ship class will also have a new unique component that will serve as a way to observe all the unique details of that ship, in its tooltip.

Conclusion

There is still a lot more work to do before we can even start testing this new system, and sometime before we will put it in your hands. Still, we hope you found this read interesting!
Last edited by Harel; Jul 25, 2018 @ 12:22am
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Showing 1-15 of 33 comments
redeyedraven Apr 27, 2018 @ 2:53pm 
Those changes sound really nice. Looking forward to it.^^
Knapp Apr 28, 2018 @ 7:53am 
Facinating.
Ruin Apr 28, 2018 @ 9:25am 
This sounds absolutely fantastic... Looking forward to seeing it in game...
Banjo Apr 28, 2018 @ 2:48pm 
Gosh, everything you guys do amazes me with this mod. I wish you guys would make tutorials for modding stellaris.
robotato Apr 28, 2018 @ 3:03pm 
Sounds great and very exciting. Cheers to your continued dedication and hard work. It is very much appreciated.:steamhappy:
PolarRaven Apr 28, 2018 @ 6:42pm 
Man you guys just keep being incredible. It's like ST: NH is the GoT mod of stellaris.
Brendissimo May 23, 2018 @ 11:49am 
This is great news!
flyers6 May 25, 2018 @ 7:25pm 
Wow you guys are awsome! love your mod a lot.
leetzelong Jun 7, 2018 @ 4:13am 
Very interresting indeed!
Knapp Jun 9, 2018 @ 3:16pm 
I must confess, this sounds very awesome...
Corvus Belli Jun 11, 2018 @ 10:31pm 
This sounds great. It also sounds like a ton of work; any rough ETA (end of the year, start of the next?)?
And I have to ask; are you taking this opportunity to include any new ship classes for the Federation? Seems like mechanically this would be an ideal time to do so, with the obvious caveat that I imagine the asset modeling process is rather difficult/time-consuming.
Harel Jun 13, 2018 @ 4:47pm 
There will be a few more federation ships included with this overhaul. I can not reveal which, however. I can confirm that the overhaul will be coming well before the end of the year. We actually hoped to release this with our last major patch, but there were a few real life issues on my end (including the release of my first commercial PC game).

Most of the work been done, now its more testing and refinement.
Corvus Belli Jun 14, 2018 @ 12:37pm 
Congratulations on the release; hope it goes well.
Sounds good; I imagined a substantial overhaul like this to be very time-consuming, but I am apparently terrible at judging how long that would be.
One other question, on a somewhat related note; is it possible to use the same model for both a science ship and combat vessel? For example, an Oberth-class patrol frigate, or a Nova-class destroyer? Or the Romulan science ship as a patrol frigate (I love that ship)? I'm really just looking for any way to make my fleets more diverse; it's kind of the hallmark of the Federation, really.
Again, thanks for all the work you've all put into this mod; it's outstanding.
Harel Jun 14, 2018 @ 2:01pm 
It is possible for multiple ship sizes to use the same model. However, it will be quite confusing.
Ruin Jun 14, 2018 @ 3:51pm 
Originally posted by Harel (suncrash):
It is possible for multiple ship sizes to use the same model. However, it will be quite confusing.

Also, questionable as to how it looks... I've seen other mods do this with custom ships, and it doesn't look so good...
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Showing 1-15 of 33 comments
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