A lot of the discussion revolving around "gigantism", the issue of balancing shields vs armor and what not often boils down to comparing numbers and trying to figure out an algorithm that provides the best balance. But, i think something about the current combat system is flawed. Let's make a list of all the things you have to do in a typical fleet vs fleet fight.
Yes, i played Starsector and it all became painfully clear what Starmade needs to make the combat more interesting. StarSector has a bunch of game mechanics that struck me as solutions that would mesh perfectly into Starmade. Namely, the economic ramifications of having big metal monstrosities of war that fly through space:
This makes it so that in order to siege an opponent, you need to be able to field enough ships to keep up sustained pressure against the station without suffering degradation. A single large titan might be able to quickly overwhelm a small outpost within its vulnerability window, but won't be able to do much against a proper home base before it needs to back away. However, even a small band of raiders would be able to take turns to chip away at a large home base provided they're not simply chased away.
So, the obvious benefits:
- Point your guns at the right target
- Make sure all your modules are on
- Make sure you're within range of the target and in the best position to help your allies in your fleet
- Hold the left mouse button
- Run before your shield drops
- There's no economic drawback for going out of line and being reckless in a fight
- There's no economic drawback for drawing the fight out and trying to stall
- There's no economic drawback for having a single, near indestructible ship
- There's no way for Fleet A with 50% of the strength of Fleet B to inflict even 5% of the economic damage that Fleet B would deal to Fleet A.
- There's no disadvantage to fielding a much larger fleet than what is strictly necessary, and no reason to ever hold back reinforcements.
Yes, i played Starsector and it all became painfully clear what Starmade needs to make the combat more interesting. StarSector has a bunch of game mechanics that struck me as solutions that would mesh perfectly into Starmade. Namely, the economic ramifications of having big metal monstrosities of war that fly through space:
- Ships require a very small amount of upkeep in order to not degrade in combat ability and eventually risk malfunctions. Every ship consumes supplies to keep itself in top shape and ready for combat. The more combat power a ship has, the more supplies it will cost to keep the ship in shape.
- This is a no brainer to implement into starmade, as it's likely crew will require some form of upkeep and will provide the "survival" element to managing large ships and fleets. This can be extended to where you need "Food" to keep your crew from dying and "Supplies" to keep your ship from turning into a rust bucket.
- Ships cannot consume supplies to stop degradation mid-combat. Degradation only starts after a certain time period after deploying into combat, but the longer your ship is deployed, the faster it degrades. Degradation costs a lot of supplies to repair, or can be repaired cheaper at a shipyard
- This is what puts a stop to there being no drawback in having a single big ship that does everything. If there's a timer on every ship that's put in combat, then having a single titan as your fleet is guaranteed to keep you alive for a bit but not likely to win you any battles cost-for-cost in the long run.
- Ships can be purposely kept outside of combat and put in to reinforce ships that suffer from degradation while the degraded ships make for a retreat
- This is what gives a faction with many available players and a solid command structure an advantage. Ships not deployed into combat can take time to consume supplies and repair degradation while waiting for the order to return to combat.
- Shields can be toggled on and off and do not have hitpoints; instead they build up heat when damaged which only dissipates when you lower the shields. If the heat bar ever reaches maximum, the ship is disabled for a period of time while the heat vents and can't fire its weapons.
- This is primarily a way to enable smaller ships and fighters a way to be able to inflict, at the very least, economic damage against a large ship that isn't trying to run away.
- Larger ships are slower than smaller ships
- Large ships already accelerate and maneuver slower, but for some reason people seem adamant that large ships need to be able to move at the same top speed as small ships. I think this is the greatest issue contributing to gigantism: If a titan can move and travel at the same rate as a jumpstick, why bother with anything smaller?
- As ship weapons get larger, their range increases. Larger ships are also able to carry fighters which are easily replaceable mid-combat
- Small enemies with a brain will try to take turns to weave in and out of your range so they can vent their shield heat in safety while their allies are harassing your shield. It makes sense that a larger ship should force you to go further away before you get to safely vent heat to balance the cost of running a large ship. The ability to deal damage at longer range also offsets your slower speed.
- As ships become larger, they take slightly longer to start degrading mid-combat
- Obviously nobody would want to ever field a titan if you'd run into malfunctions after just 5 minutes. In a fight with all cards on the table, a fleet of 5 large ships will still beat a fleet of 5 small ships.
- Stations don't require supplies for upkeep. However, stations will degrade much like a ship will while in combat. Rather than only homebases being invulnerable, now all stations are invulnerable. However, stations are only invulnerable while the degradation is still below 100%. If combat lasts long enough for the station to reach 100% degradation, the invulnerability drops and the station will start consuming supplies to lower the degradation level to 0%, at which point it becomes invulnerable again.
This makes it so that in order to siege an opponent, you need to be able to field enough ships to keep up sustained pressure against the station without suffering degradation. A single large titan might be able to quickly overwhelm a small outpost within its vulnerability window, but won't be able to do much against a proper home base before it needs to back away. However, even a small band of raiders would be able to take turns to chip away at a large home base provided they're not simply chased away.
So, the obvious benefits:
- Adds much needed survival element to pvp servers
- Does away with gigantism: Large ships are now an economical strain for a benefit in battles with all cards on the table
- Does away with over the top curb stomping: Fielding an armada of battleships to delete 1-man factions is not an economically viable option (unless you're an ADVANCED bully)
- Enables attacking home bases in a balanced manner and makes stations that aren't home bases more viable
- Do shields need to have their strength increased or decreased?
- What values for supply upkeep and how much should it scale with ship combat potential?
- How long should it take for an in-combat ship/station to start degrading, and how much should that scale by size?
- What exactly is "combat"?