The PvP Ship/Fleet Design Theory Megathread

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    This thread is for the discussion of PvP fleet design theories, including how you or your faction builds ships to counter other players, what weapons you use, what innovated systems created to do so. Essentially, this thread is like the Ultimate Drone RnD thread, but for fleets and design theory.

    I've been away for some time, and haven't caught up to the current standing of PvP ship design, or at least, the tactics. Strategies phase in and out much slower.

    Currently, my personal fleet building doctrine revolves around the real life Lanchester's Square Law.

    Lanchester's Square Law states that if one unit has a combat power of one, then two units have four times the relative combat power of one unit. This is blatantly obvious in the Drone RnD thread, as a pack of drones with 2.5k mass defeated a larger vessel of 6k mass. This can be expressed as U=1, then U(Exponent 2)=4

    Of course, this does not take into account external factors such as the "quality" of the designs, any specialties in design such as dedicated anti-fighter platforms, or drones targeting turrets as if they were independent vessels.

    Salvo combat model could be debated as being a better alternative in starmade to the Square Law, however, it takes into account the use of missiles in modern naval combat as an alternative to guns. Us gamers measure damage as a rate, as you know, Damage Per Second.

    On the basis of actual fleet content, I have no fleet or true theory put into practice. The only other principles that I abide by is that "titans", or any obscenely large, or rather immobile vessel is useless for the most part, at least in the face of more numerous hostiles. Carriers remain useless, or at the very least logistically challenging because of the lack of fleet AI. *I play the game very little, but am greatly interested in it's development.

    I can think of a sort of pseudo-theory/equation at the moment. This may have been already covered by the Square Law.

    Each player piloted ship has it's own "combat power" based on the factor of damage. Perhaps too a "defensive power" based on shields.

    The fleet's combat power can be derived from the collective DPS, but would need the number of piloted ships factored in, in accordance with the square law.

    The fleet's defensive power, (shields) could likely be the sum of all of the shield capacities in the fleet, multiplied by the Square Law.

    (Shields)*[U, with the variable exponent X]



    Anyways, discuss, theorize, build, and destroy!



    *Edited in.
     

    Lecic

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    This is a very interesting take on fleet design, to say the least. And, judging by things we've already seen in Starmade, it holds true (provided you ignore certain variables). For example, in the massive battle before the reset of Hypercore, those with fleets instead of just massive titans lasted longer and killed more ships. In Blood and Steel, the (well designed) multi-member teams did quite well against most solo ships, excusing Sven and his missile massacre ship.
     
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    Drones will be a true revolution, because numbers scale power exponentially. Titans, and supercapital ships could become almost uneconomical in the face of lighter carriers are the drones they would carry. You could argue that the introduction of drones would be akin to the introduction of aircraft carriers (and naval aviation) during the Interwar period. You could possibly observe their rise to prominence once fleet command mechanics are implemented.