Mod discussion - Ship/Race rebalancing
Last night I cracked open the entity files for the first
time, and started thinking about what I'd like to do to Sins to make it more
enjoyable for myself; specifically, ship to ship combat.
I want to make fleet building and combat more satisfying. I feel that a lot of the complexity in the game is unnecessary, as shown by how simplistic the combat relationships are (build lots of the key damage dealers, support them with lots of incremental casters, and build unique ships when you want to kill fighters, bomb a planet, or found a colony). In my opinion, richness comes from relationships between ships in combat, which come from enhanced strengths and vulnerabilities. These interesting relationships will lead to interesting gameplay if they encourage interesting decisions. Many of the current combat systems don't cause me to change my thinking or decision patterns during the game, and I want to see what will happen when they are removed, simplified, or altered.
In poking around, I noticed a few issues that I felt could be improved:
-Super specialization of ship types - you need a specific ship for a
specific task, like planet bombing, making fleet combinations obvious and
uninteresting
-All ships can attack all targets with roughly the same effectiveness, except
in rare cases (eg flaks v capital), making battles generally about who has more ships in
aggregate
-Only 3 solid combat ships per race (light frigate, heavy cruiser, battleship);
too many supporting ships with highly specialized roles
-Weapon types do not correspond intuitively with the type of damage inflicted
(IE some pulse lasers are anti light while some are anti heavy, and some are
anti capital)
-Homogeneous ships between sides - thus general tactics are identical for fighting each
side, no matter which side you are
-Too many abilities have incremental rather than strong effects (lots of
"+5% to ships in range" buffs); they feel like magic spells rather than deployed ordnance or special technology
-Damage/armor types are needlessly complex (6 damage types v 8 armor types makes for a confusing matrix)
-Shield mitigation is unnecessary and unintuitive
-Some ships are fugly and could be removed to unify the look of each race
-Capital ships are at bottom of tech tree, specialized cruisers at the top (I can
build heavily armed battleships at the start of the game, but not heavy
cruisers?)
-Capital ship leveling, XP, squadron counts, abilities, and crew caps are unnecessary
and can be removed
Here are my rough design goals:
-Remove unnecessary complexity from ship to ship combat
-Streamline combat and ship design so combat results are more transparent
-Differentiate three races so players can use different tactics against each
-Add more variety in attack & vulnerability types
-Give each ship type individual character and flavor
-Make ships relate to each other in more interesting ways, through weapons, armor, abilities, and functions, to lead to more interesting decisions in fleet combat & fleet building
-Reduce dependency on single ship types for unique functions by consolidating roles
Here are some changes I'm mulling over, after testing a number of them out last night:
Ships overview:
-Remove 5 ships per side, reducing total count to 10 ships.
-Restructure each side's ships to be: two types of squadrons, six
frigates/cruisers (built in frigate slots), four capital ships (built in
cruiser slots)
-Capitals would occupy the same research spots as cruisers; some abilities
would be given automatically and some would need researching
Ship differentiation:
-Make more ship types suitable for direct combat, but against different target
types
-Add limited or advanced planet bombing ability to more ships
-Remove shield mitigation for all ships
-Make the squadron types for each side unique (eg fighter bombers &
interceptors for TEC, suicide drones and assault craft for advent, planet bombers & frigate destroyers for vasari, etc)
-Combine ship roles to make each frigate more unique (EG TEC colony frigate
colonizes w/ colony pods & repairs w/ repair pods; with upgraded ability could
deploy invasion pods; other sides' colony builder units have different
alternate functions, like scout))
Armor/Shielding:
Reduce armor types to three or four classes representing: fighter, frigate
(light), cruiser (medium), capital/structure (heavy)
Damage types reduced to three or four which are:
-Anti-light: effective vs. light armor,
weak vs. heavy armor, and good against fighters;
-Normal: equally effective against all
types of armor and weak vs. fighters;
-Anti-heavy: weak vs. light armor, effective against heavy armor, and useless against fighters].
-Increase given armor for some ships and decrease for others (to change effectiveness for high-ROF low-damage weapons and low-ROF high-damage weapons against armored targets)
Weapons:
-Correspond weapon damage type with the type of weapon (eg pulse lasers might be
anti-medium, autocannons anti-light, etc)
-Some new weapons, designed for anti capital attacks, would have damage type
Affects_Only_Hull, so they punch through shields completely (useful against
advent ships & tec capital ships and structures)
Capital ships:
-As capital ships are 'cruisers', capital ship caps, XP, leveling, and ability
upgrading would be removed
-Capital ships would usually start with a free ability and have to research the
rest
Race differentation:
-Advent ships would have shields on all ships & structures but no auto
repairing
-TEC would be the only race with a mobile repair ship, and have shields only on
capital ships & structures
-Vasari would be the only race which auto repairs (using nanites in hull), and
would not have shields on ships.
-Production: Differentiate production costs/times between races
Abilities:
-Remove most abilities that provide incremental effects (EG, +15% damage output
to all ships within range)
-Add some new abilities that provide noticable effects (EG, emp cannon that
drains all shields and antimatter in explosion range)
Research:
-Research would be generally untouched, except for the new ship unlocks &
new ability researches
-Capital ship fleet caps would be removed or replaced by different research
(such as research that automatically upgrades all capital ship crews'
abilities)
Structures:
-Structures would be generally untouched, though I'd like to modify the types
further (so that each side does not simply have mirrored building types)
Nice to haves:
-'phase out hull' abilities that simulate cloaking, along with counter
abilities that 'unphase' units.
-New build orders/requirements for each side
-unique moneymaking methods for each side
-New research trees for each side
-Differentiated tactical structures (not simply turret, repair, hangar, etc)
I'd like to focus on the TEC first.
Here's a sample ship list:
Squadrons:
Interceptor squadron -> lasers excel against fighters and frigates,
generally useless against cruisers, capitals, or structures)
Fighter/Bomber squadron -> Cannons useful against fighters and frigates,
missiles equally useful against frigates, cruisers, and capitals
Frigates/Cruisers:
Colony frigate -> establishes colonies, repairs ships, and can invade
colonies at a high level (model Protev)
Light frigate -> autocannons useful against all enemy ships, passable
against fighters (model cobalt)
Missile frigate -> missiles good against capitals and structures; planetary
bombardment missiles (model krosov)
Special Ops frigate -> phase out ability to avoid attack; disabling missile
which freezes enemy ship; can board & cripple/DOT enemy ships w/ marines
(model arcova)
light carrier -> field 2 squadrons of interceptors or fighter bombers (model
percheron)
Escort cruiser -> Autocannons good against frigates, torpedoes very
effective against capitals (model cicelo)
Capital ships:
Battleship -> Banks of weapons + gauss rail gun, best against capital ships
(model Kol)
Research ship -> can project shields, launch EMP missile, explode
radiation-type area weapon. Lightly armed. (model akkan)
Carrier -> can manufacture/deploy 6 squadrons of interceptors or fighter
bombers (model sova)
Dreadnought -> powerful ship with upgradeable planet siege cannon (much more
effective than 'raze planet') (model marza)
These are just my musings after playing around with the game for a few weeks and poking in the entity files. Would you guys be interested in such a mod? What suggestions would you have to improve, simplfy or alter combat dynamics?