Sun Defense?

And a little refinery/trade post idea

Hi,

I am not sure if this has been discussed before, and if it has, I apologize for not finding the earlier thread(s).

I find on maps that have numerous solar systems but few planets each are difficult to lock down. For example, you might conquer a whole system, but if there are 6 more on the map, you've definitely got your work cut out for you.

I think it would be very cool if, under a certain set of conditions, an empire could build tactical structures in the gravity well of a star. This would greatly improve the defensibility of these systems, and allow you to devote your entire fleet limit to ships in another galaxy.

I've been thinking about /what/ conditions might be appropriate, and thought it'd be cool if this ability were possible whenever an empire controls a majority of the worlds that phase-line to the sun. A "majority" is just > 50% (strictly greater, to prevent ties). So if there were 9 (planets + asteroids) linked to a star, whoever owned at least 5 would be able to build at the star's gravity well. Once you have this situation, you'd be able to click on the star itself and have the tactical build button. LEVs could simply "appear" in the gravity well, or you could do it more realistically by sending them in phase from a randomly-selected phase-linked planet or asteroid.

Since stars have no infrastructure and can't be "captured" per se, invaders would have to defeat the defenses and embargo incoming LEVs - which makes the case of phase-linking them from surrounding worlds interesting. Once the invaders totally eliminated the defenses, they could just leave something weak like a Cobalt behind in the system to kill more LEVs, and then start attacking worlds.

Another possible element to add a dynamic aspect would be to base the tactical points available in the star's gravity well on the tactical points available on the surrounding worlds.

Clearly, if it were just a sum, it'd be way too much: if you had three Volcanic planets linking to it, good grief, I don't see how anyone would break through about 50 Gauss cannons, or just as many bomber squads.

So there would be some balancing algorithm (divide by two? three? average? root-mean-square?) that would calculate the star's tactical points, depending on the tactical strength of worlds phase-linking to the sun. Not only would this add tremendous value to Dead Asteroids linking to the sun, it would also make "weak majority" solar occupants have a barely-useful position there. In the case of 5 of 9 worlds as mentioned above, you would not have enough tactical points at the star to mount very much of a defense. But you still might be able to set up some hangar defense to take out enemy refinery ships that are pathing through the star (as an example).

And that's basically my idea. A totally unrelated idea that I just thought of from above: refineries and trade posts should be bindable to a set path. The AI may be smart enough to automatically take a safe path, and that's fine; but sometimes you have strategic reasons for avoiding a sector (e.g. the enemy is currently invading it and winning) and would like to path your valuable refinery ships around the problem. Rather than controlling individual refinery ships, the algorithm would just send refinery ships "owned" by each respective refinery/trade post down a path determined by the player.... unless the player hasn't set one, then the AI kicks in.

Comments welcome!

-allquixotic
3,063 views 8 replies
Reply #1 Top
I agree on the star defenses idea however i think you should be able to "own" the star when you have all the connecting worlds capped. a jump inhibitor would be nice in there.

what might even be cooler are specialized defenses for suns, maybe something that catches the radiation and shoots it at ships... hell solar panels that generated income. but the fact stand, we need more defensive structures... a missile platform would be nice, real nice.
Reply #2 Top
Ownership of the star is something that did occur to me, yes. If you were to adopt my model, whoever has the majority of the connected planets would own the star. However, stars themselves don't have a defined method for takeover. So the "ownership" is really more of an enabling ability to send in your LEVs. The way you lose ownership is by not owning a majority of the planets/asteroids linked to the star.

A jump inhibitor was *definitely* on my mind when I made this post; agreed 100%. It would be one of the tactical structures you could build on a planet, so I assumed that it would carry over to stars, too.

Rather than have this thread become a discussion about adding new tactical defenses, maybe you should start one about that and create a list/description of the defenses you'd like to see? Not that I disagree with your suggestion, but I'd like to keep this thread focused on the idea of defending a star's sector with tactical defense in general.

Continuing on that subject, here is my first cut at what seems to be a reasonable algorithm for calculating the tactical defense of a star:

Let OSLP ("Owned Star-Linked Planet") = a Planet or Asteroid, Owned by the star owner, AND linked directly to the star
Let SLP ("Star-Linked Planet") = a Planet or Asteroid linked directly to the star, regardless of who owns it

StarTacDefense = 1.5 * AVERAGE(TacDefense of Each OSLP) * (Number of OSLPs / Number of SLPs)

Worked Example of Formula - just illustrating that it won't overpower the defenses, in my opinion, and greatly depends on how strongly you hold the system.

Let's say there are 9 SLPs. Listed:
1. Dead Asteroid
2. Asteroid
3. Asteroid
4. Terran Planet
5. Arctic Planet
6. Desert Planet
7. Volcanic Planet
8. Terran Planet
9. Asteroid

For simplicity's sake, we assume that a Dead Asteroid has a tactical value of 20, an Asteroid and a Terran Planet have a tactical value of 35, an Arctic planet has a tactical value of 30, a Desert Planet has a tactical value of 50, and a Volcanic Planet has a tactical value of 55. I don't recall the *actual* values in-game; besides that, they depend on your level of tactical development. I just chose these values arbitrarily.

Now, let's compare two examples, where the only variable is the number of OSLPs.
(I) In the first example, the star owner has 5 OSLPs: 1, 3, 5, 7, 9.
His AVERAGE tactical defense of these is: (20 + 35 + 30 + 55 + 35)/5 = 35.

Applying the formula,
StarTacDefense = 1.5 * 35 * (5/9) = 29.16667 =~ 29. So the star can potentially be as well-defended as our hypothetical arctic planet - with this kind of defense, and a large sector to defend, a reasonably organized invader could make short work of the defense.

(II) In this example, the star owner has 9 OSLPs: all the items 1 through 9 from above.
The average tactical defense is 36.667 =~ 37 (rounded up; calc omitted for brevity.)

Applying the formula,
StarTacDefense = 1.5 * 37 = 55. So the star can be as well-defended as our hypothetical volcanic planet. Now we're talking!

In both of these cases, the star's defenses were not ridiculously overpowered beyond what a normal planet could have. Also keep in mind that tactical upgrades are expensive, and getting all your OSLP planets to full tactical capacity could take a while. Until then, you might have just 10 to 12 capacity on an owned star.

This formula is not affected by the sheer number of planets linked to the sun, but it is affected by their type. If ever a game were created where only volcanic planets linked to the sun, it could become quite the stronghold (the average planet tactical value would be multiplied by 1.5, giving you a star with 1.5 times the defenses of a fully-defended volcanic planet!) This needn't be a bad thing, since there are many ways to destroy defensive structures; and in any case this sort of "star strongholding" would be quite rare given this formula.


One open issue with this star defense idea is how to keep players from ambushing incoming fleets by building defense structures only at the phase-link point. By surrounding it with gauss cannons, and putting phase inhibitors, hangar defenses, etc. on the opposite side of the sector, it could be very difficult to invade a star - particularly one with many volcanic planets around.

One solution is to create a non-circular build radius for stars: you can build reasonably well out to the edge of the gravity well in areas that don't link to other stars; but for a certain area around phase-link points from other stars, it should be unbuildable.

Another solution, perhaps technically simpler to implement, would be to constrain the star's build radius a bit, and ensure that all links from other stars come in at the edge of the gravity well (if they don't already). Ships would still be fired upon immediately when entering the gravity well from another star, but they wouldn't be surrounded with an impenetrable wall of gauss cannons.

Thanks for your feedback...

allquixotic
Reply #3 Top
There was a lot of discussion on this a while back.

The problem with Star 'Ownership' and crazy numbers of powerful tactical structures is that the game becomes unbalanced (and potentially stalemated between 2 or more star systems). The developers won't be allowing UBER fortresses in the star's gravity well for this reason.

Still, it would be nice to see star's gravity wells become contested zones. One way that we looked at would be to include ships in the game that are equipped with Phase Space Inhibitors. That would still allow players to attempt to hold the Star's gravity well against invasion, but in a balanced way.

Reply #4 Top
Yeah, the game doesn't have enough neutral, un-static-defensible grav wells as it is by endgame, don't take away the only ones left.
Reply #5 Top
Paradoxnt:

There was a lot of discussion on this a while back.

The problem with Star 'Ownership' and crazy numbers of powerful tactical structures is that the game becomes unbalanced (and potentially stalemated between 2 or more star systems). The developers won't be allowing UBER fortresses in the star's gravity well for this reason.

Still, it would be nice to see star's gravity wells become contested zones. One way that we looked at would be to include ships in the game that are equipped with Phase Space Inhibitors. That would still allow players to attempt to hold the Star's gravity well against invasion, but in a balanced way.


Do you consider 35 tactical points "UBER"? I don't. Terran worlds have 35 tactical points when they're fully upgraded. I gave a formula that lands solar defense tac points around 20 - 40 in the average case . This is *still* less than what is possible at a volcanic planet.

Admittedly, the primary purpose in my mind for these defenses is the phase inhibitor. But that itself would need defense. I think there *is* a way to get a balanced tactical value at the star, so that it's enough to build a phase inhibitor and some basic defense (to delay the enemy if nothing else), but still not produce a stalemate.

Without some power struggles over star sectors, they seem like a big waste of space.

Advalary:
Yeah, the game doesn't have enough neutral, un-static-defensible grav wells as it is by endgame, don't take away the only ones left.

The solar system is there to be taken control of; that is the mindset of the factions. It feels mysteriously vacuous when the owner of every planet in the sector is not actively defending the solar gravity well, since it is a choke point for the whole system.

If you just want to have uncontrolled sectors randomly interspersed throughout each system, that's one thing - I can totally understand the desire for a sector of open space that you can phase-jump into, but which has no planet/asteroid and no logistical/tactical value. For one thing, they could be the site of a purely fleet vs. fleet battle, with no structures involved. But the star sector ultimately becomes the center of your empire once you own a whole solar system. Leaving the most strategically-important sector undefended is not, in my opinion, a good way to introduce uncontrolled sectors.

Regards,

allquixotic
Reply #6 Top
Kudos on your post Allquixotic. It was a fun read and I agree entirely. The mean defence formula you made perfectly proportion the defences in a star's gravity. Even with a max-out of defences according to the hypothetical best of the formula you made, the defences would not be indestructable yet they would still be a good fight. Having other enemies or allies build defences on the same star's gravity well would be interesting. For multiplayer this would be a real cunning element I imagine.
Reply #7 Top
Perhaps, and I am sorry if this has already been suggested as I need to go in but a few minutes, every star has the same and independant tactical points. Independant as in every Star has the same and that amount depends on the number of Stars in the game. Next, the ownership of the Star should go to the person with the most controlled PLANETS, not asteroids, in the system (and yes, I know THIS was mentioned before). The only thing that would change as you get more planets would be the cost of defenses and speed they are built will decrease/increase.
Reply #8 Top
35 Star tactical points is UBER regardless if you own the entire star system or just a few of the planets.

Scenario 1 (A player conquered all the Planets in a Star System in a multi star game):

The player builds up all 35 points of the Star's Tactical slots. Then he positions his entire fleet in the star's gravity well since there is no need for it to be anywhere else. Any other player that attacks will have to deal with the player's fleet that is likely the same size PLUS all of his Tactical Defenses.

His opponent will never be able to overcome his star's combined forces. Just like he'll never be able to overcome his opponents star's combined forces. In a 2 star game, this could very easily equate to a stalemate.

If there are more than 2 stars, then an alliance and joint invasion between two "System Lords" could take out the 3rd player's star. Of course, timing such an invasion would be difficult over those distances.

Sure, this would be interesting and kind of cool, but it would make for a very long games that favors the defender.


Scenario 2 (a player only owns some of the planets in the Star System when he gains control of the Star)

His opponents in the same star system have their Trade/Refinery Ships pour through the Star's Gravity well like they always do....except now the player will kill them all. Any bounties are immediately collected by the player that owns the Star. This impoverishes his opponents while enriching himself.

This basically gives the player who owns the Star enough of an edge to wipe out his opponents pretty easily.

Ahh, I could go on with this but there really is no need. The developers aren't going to make Star Strongholds possible. The risk of stalemates and crazy long games is too high.

IF we are super lucky, they will however allow the use of Phase Inhibitor equipped ships. Ships with that ability would make for some interesting encounters around stars.