The topic has changed considerably from the original post so I'm giving a little update (I've left the original post below for anyone interested in how the discussion arose).
This thread discusses different ideas and possibilities for an upcoming mod I'd like to create. As time goes by I'll update it with more details but here is the main overview:
The Plot
The first three are the New Earth Order, The First Republic of Earth and the Liberatis. All three factions are fighting over Earth. The Republic was the original global government that set out to colonize worlds as a united race. Recently a Civil war broke out between the ex general, now self proclaimed Empress and the Republic. Since the Republic had lived in relative peace, the sudden attacks by the Empress were quite successful in overwhelming the remanants fo the Republic. Due to a coincidence of events, The Empress fell near fatally ill and the Republic managed to sign a peace agreement.
The Liberatis are a rebels faction who disagreed with this peace agreement and continued to fight in order to free earth from it's imperial masters and even the Republic when they get in the way.
After nearly 5 years of sickness, the Empress is healed; However, this time the Republic has managed to build a fleet to fight back. The three factions continue to strugle over Earth.
Far before the civil war over earth, one of the Republic's expeditions deep into the Milky Way galaxy encountered a sentient Silicon based species (name pending). They would appear as robots to us but are actually considered a life forms with emotions and individual thought. They in a losing battle to their distant cousins though, another silicon race that lives with a hive mentality. They are of one mind and have set out to conquer all the stars.
Against orders from Earth, the expedition fleet managed to help the Silicons in driving the Hive from their home solar system. Enraged by their loss, the Hive attacked the Republic killing millions of people across Human settled planets. To stop the invasion, the Republic withdrew it's support for the Silicons and the expedition fleet. Eventually the Silicons and this fleet would encounter many races under siege by the Hive and help to unite them into one Federation.
In this mod I'm hoping to develop a number of changes beyond just the different races. Each race will have a unique style of play based on their story based situation ie. the Rebels will have ships, bases and abilities based on hit and run guerilla warfare. ALso to note, there will be 4 ship sizes, in order of size S->L: Frigates, Destroyers, Cruisers, Battleships. The cruisers now in sins will be more like the Destroyers in this mod. Cruisers will then be used as a solo war ship to attack behind enemy lines, usually taking on dual roles (sniper/raider, interdictor/tackler, anti ship/building. Battleships will then take on a fleet support role having abilities like the Akkan range bonus. Almost all of their abilities will be area of effect ie. increased damage, fleet heal, weapons jamming etc.
The New Earth Order (N.E.O.)
Fleets will be based on raw force. They will be slow moving heavy hitting ships, mostly battleships, cruisers and some destroyers. Their frigates will be reserved for spreading culture, colonizing and scouting. They will have a strong economy built on slow but strong progression.
Liberatis
Fleets will be be based on speed one hit abilities. They will have fast frigates and destroyers, some cruisers and few battleships. Example of their tactics: cap killing destroyers, these are destroyers that have only one large laser that can only hit capital ships. They will also have an ability that does heavy damage, but with a long recharge time, meaning they will have to jump into a grav well, use their abilities on a capital ship and jump out. Their economy will be based mostly on using non colonizable resources and stealing resources from other races.
The First Republic of Earth
Fleets will be more midranged. They will excel at using cruisers and strike craft (light, medium and heavy carriers). They will have a very strong economy and excel at rapid development of their empire to sustain their fleets.
Federation
A well rounded race using technologies fom all different races. Their main asset will be adaptability due to their wide range of available ships and technologies. Aesthetics, they will be comprised of all different looking ships, except a captial ship fleet that has been designed specifically for the new federation. They will have a strong economy that can change quickly from production to trade.
The Hive
Their fleets will consist of mainley mother ships. They will have no frigate factory and will be completely dependent on their mother ships to generate frigates and destroyers. This race is all about spamming as many ships as possible and overwhelming their foes with numbers. Their economy will excel at producing metal and crystal but will lack the diplomatic capabilities for trade and will have a penalty to credit generation (credits, for canon reason, will be man hours).
Page 5 for more details: https://forums.sinsofasolarempire.com/329761/page/5/#replies
Combat Mechanic
Battleships: These will be the heavy hitters that support their fleets through passive ability buffs or area of effect modifiers. ie. an attack battleship might improve damage and rate of fire. A support battleship might improve shield regeneration and mitigation. A electronic warfare battleship might reduce chance to hit on enemy ships and lower their shield mitigation.
Battleships will do a lot more damage for their costs compared to frigates and destroyers, but have a low chance of hitting them. ie 80 avg dmg (on each side, F,L,R) but 20% chance to hit frigates and destroyers. They will have higher chances of hitting cruisers and battleships ie 80% (cruisers will be built out of capital ship factories to make this work). I'm thinking they may need one gun each that does damage and chance to hit equal to a frigate*
Cruisers: will do have high damage with high chance to hit. ie. 50-60% chance to hit frigates at 50 avg dmg 80% chance to hit battleships and cruisers. They will be faster than battleships but much weaker in structure. Their abilities will be more self centred (gause gun, ion bolt, planet bombardment, shield regen). These ships will be good at raiding behind enemy lines in solo attacks, or hunting down enemy frigates/destroyers in a fleet.
Destroyers: these ships will be support vessels to the battleships. They will be good at killing strikecraft, repairing, hosting small squadrons, They will do low damage but have high chance to hit for their cost ie 5-10 dmg 80% CTH. They will be fairly fast and well armoured/shielded.
Frigates: Frigates will excel at either killing other frigates/destroyers, or infiltrating enemy lines. ie they will have the speed to get into the middle of an enemy fleet and drop an EMP bomb that stops enemy ships from using abilities for x amount of time.. Their damage will be low against battleships and cruisers although with high success of hitting. ie 5-10 dmg 80% CTH.
My hope is to create a fleet structure where Battleships are great at killing other battleships and cruisers while being the main support for entire fleets but lacking accuracy enough to kill the smaller ships. Cruisers will be weak to battleship attacks due to their low HP, but excel at killing enemy frigates/destroyers because their guns will be small enough to hit them. Frigates and destroyers will then hopefully do low enough DPS that they won't be able to focus fire kill battleships in an efficient manor but serve their role by killing one another and supporting battleships directly and distrupting enemy fleet abilities.
*This would be to avoid having a battle where battleships can not defend themselves at all versus smaller ships resulting in a complete stale mate. Hopefully having one gun that can hit will make those battles possible but not all that efficient.
I'd really like any and all feed back. If you have any ideas that might fit this please share them here.
Cheers!
EDIT
These are some links that Relate the topic and discussion below.
Another link for future use
Moving Battles:
https://forums.sinsofasolarempire.com/317641/#1941610
Ships Creating other ships:
https://forums.sinsofasolarempire.com/330426
Modelling (XSI) and Particle Effects:
https://forums.sinsofasolarempire.com/311916/page/2/#replies
https://forums.sinsofasolarempire.com/305381/page/3/#replies
Link to Teal's Mod and Research Ideas
https://forums.sinsofasolarempire.com/331735/#1961737
Justin's Mine mod
https://forums.sinsofasolarempire.com/331698
Rescaling in XSI
https://forums.sinsofasolarempire.com/331790
Making Battles more about Fleets rather than a Fleet
https://forums.sinsofasolarempire.com/332389
Modding Pirates
https://forums.sinsofasolarempire.com/332236
Modding Research
https://forums.sinsofasolarempire.com/328126/#1970149
Galaxy Forge stuff
https://forums.sinsofasolarempire.com/174739
Combat Mechanics
https://forums.sinsofasolarempire.com/305565
StarGates
https://forums.sinsofasolarempire.com/334176
ConvertData
https://forums.sinsofasolarempire.com/320363
TXT files for Entrenchment
https://forums.sinsofasolarempire.com/334188/#1990795
*following is the original post*
Hey All, I'm just looking for some feedback from some informed Sins players so that I can then start a modding post and hopefully change the "focus fire" syndrome I experience in most games.
As I understand now, Shield mitigation climbs the more damage is being delt. After the shield mitigation caps out, all further damage is in essence unrestricted. So if you have 10 ships causing damage and you add another 20, there is no penalty beyond the already maxed shield mitigation. Also, since ships regenerate, any low level damage being dealt to ships is negated.
What I'm wondering is, if shield and armour regeneration was turned off, would this make spread fire more useful?
To help direct this thread a bit to the final purpose, modification, I'm gonig to ask this: Is it possible to:
A) Turn off ship self regeneration so that repair ships and repair stations can still repair, but ships no longer regenerate. (this is the easiest solution I can think of)
B ) Make ships only regenerate when not being attacked.
C ) Make ships do less damage when under fire. i.e. if under attack ships damage output is -10%