• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #18 - Fleet Combat

Good news everyone!

Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Like always it is important for you to remember that things are subject to change.

In Stellaris we have a number of different types of weapons that the player may choose to equip his/her ships with. All weapons can be grouped into either energy, projectiles (kinetic), missiles, point-defenses and strike craft. Their individual effects and stats vary somewhat, so let’s bring up a few examples. One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration. This makes them ideal for chewing through shields and unarmored ships quickly, but are far worse against heavily armored targets. Missiles weapons are space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems. There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.

Strike crafts are different from the other weapon types since they are actually smaller ships that leave their mothership. Cruisers and Battleships can in some cases have a Hangar weapon slot available, in which you may place a type of strike craft. Currently, we have two types of craft; fighters and bombers. Fighters will fire upon ships, missiles and other strike craft. Bombers however may not fire on other strike craft or missiles, but they will do more damage than fighters against capital ships. Point-defense weapons can detect incoming missiles and strike-crafts and shoot them down. These weapons may also damage hostile ships, if they are close enough, but will do significantly less damage against those.

1.jpg


When it comes to defenses, you may increase the durability of your fleet in combat by placing armor and shield components in the utility slots on your ships. Armor components will reduce the incoming damage and can’t be depleted during combat. Shields work much more like an extra health bar to your ships and will be depleted if they take too much damage. Shields will automatically regenerate after combat, unless you have certain components that allow your shields to regenerate during combat. Both shields and armor can have their efficiency reduced if the enemy uses armor and/or shield penetrating weapons.

The different components you place on your ships will also affect certain other key combat values:… Hull points is a value corresponding to the “hit points” or health of your ship. Evasion affects the chance for your ship to evade a weapon firing at it. You may also affect the overall stats (values) of your fleet by assigning an Admiral to it. The stats of your fleet will both be affected by the skill and the traits of your leader. But be aware that traits will not always have a positive effect. I would recommend everyone to always have good admirals assigned to their military fleets since they can really improve your stats, like +20% fire rate and +10% evasion.

Once the combat has begun, you very few options to control what happens, much like it works in our other grand strategy games. For this reason it is really important not to engage in a battle that you are not ready for. As a fallback, it is possible to order a full retreat through the “Emergency FTL Jump” option, this will basically cause your fleet to attempt to jump to the closest system. However, during the windup for the EFTL jump your ships will not be able fire back at the hostile ships, so you put yourself in an exposed situation. Depending on what type of fleet you have, you might want them to always engage in combat or always try to avoid it; for this purpose we have different fleet stances. The evasive stance will try to avoid combat and the fleet will leave a system if a hostile arrives. Civilian fleets have this stance on per default. Aggressive stance will actively make your fleet attempt to attack any hostile that enters the same system as them. Passive stance will, like the name suggest, make your fleet only engage in combat when enemies are within weapon range.

2.jpg


The combat might be off-hand, but you can still indirectly affect how each individual ship will behave. When you design your ship you may specify what combat computer to use on the ship. These computers range from making your ship super aggressive, and basically charge the enemy, or be really defensive and keep formation. At the start of the game only the default combat computer is available, but more are unlocked through normal research or reverse engineering.

It is very possible that your fleet might end up in combat with multiple fleets. This means that you can have a combat with three different empires that are all hostile to each other. To help you keep track of everything that happens we have a combat view, which will appear as soon as a combat is initiated. This view will list you (and any other friendlies or neutrals) on the left side and every hostile on the right side. The combat view is currently being reworked, so you will get to see that interface at a later date, but the idea is to provide you with crucial feedback on how effective your weapons and defenses are.

Once the battle is over, you may want to investigate any debris left from destroyed vessels. If you weren’t the one being wiped out, perhaps you can salvage something?

3.jpg


Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…

Stellaris Dev Diary #19 - Diplomacy & Trade
 
Last edited by a moderator:
  • 142
  • 48
  • 4
Reactions:
Beams & Lasers, I would think you could "easy" protect from them.

-insert link to a german website-

one way like with a mirror armor

or reducing heat damage with isolation material

dam can`t find the picture (block ?glowing red x.000°C and he could hold it on its corners)

or a Dust barrier that absorb most of the energy when activated.
Just to point out, most of the people on the forums probably don't speak german so please link the english version of the page in the future.

As for the rest, mirror armor... yeah, not going to work if the laser is so powerful it melts the material the mirror is made from...

There's only so much an isolation material will do for you, the more powerful the laser = the less effective it will be

And what happens when the dust barrier becomes too thin to be effective? They'll still be firing... OR they could... I don't know, move in such a way that the dust barrier no longer blocks the shot?
 
Beams & Lasers, I would think you could "easy" protect from them.

https://de.wikipedia.org/wiki/Liste_der_Lasertypen

one way like with a mirror armor

or reducing heat damage with isolation material

dam can`t find the picture (block ?glowing red x.000°C and he could hold it on its corners)

or a Dust barrier that absorb most of the energy when activated.

Other sort of particles, like neutrons, or just other wavelength, try to absorb gamma, see what happens.
 
  • 1
Reactions:
The concept of boarding actions makes no sense.

In reality you'd always want to run with the minimal crew possible on any sized capital ship, to ease the strain on life support systems and the size of requisite infrastructure. Think of the space and logistics required on a ship in order to permanently sustain a detachment of space marines. I can't think of any circumstance where it would make sense to do that rather than just pack in more weapon infrastructure etc. The cost/benefit side is just so obvious.
 
  • 4
  • 2
Reactions:
The Dust barrier is only a example that the barrier don`t need to be a hard wall of armor .
Dust could be a liquid , a Gas or a metal/ceramic particle Nebula.
Move around would be hard if it is in front of the whole Ship because you need a new angle and at high range that is a long way.
Or it works like reactive armor -> only at a place it is breached the "Nebula" can go out.

Reduction of damage is good with me, it`s just a question how far you can push the reduction. (at last to the end of the battle I hope)

Stronger Weapon = more Damage
Better Armor = less Damage

That's the way of spacebattles or maybe even battles general so I think it works.

Ps.: "Other sort of particles, like neutrons, or just other wavelength, try to absorb gamma, see what happens."
Jup build a weapon of this sort and people will work on counter mashers, sci-fi weapons,.. maybe normal shields will work?
Maybe there is no live on the ships to begin with.
 
Last edited:
The concept of boarding actions makes no sense.

In reality you'd always want to run with the minimal crew possible on any sized capital ship, to ease the strain on life support systems and the size of requisite infrastructure. Think of the space and logistics required on a ship in order to permanently sustain a detachment of space marines. I can't think of any circumstance where it would make sense to do that rather than just pack in more weapon infrastructure etc. The cost/benefit side is just so obvious.
I say I have to agree, in most cases at least...
But if we have an empire whose citizen are species that breed fast in numbers, then it CAN make sense, since... well... you have too many young and stupid people to use as cannon fodder essentially
 
  • 1
Reactions:
The Dust barrier is only a example that the barrier don`t need to be a hard wall of armor .
Dust could be a liquid , a Gas or a metal/ceramic particle Nebula.
Move around would be hard if it is in front of the whole Ship because you need a new angle and at high range that is a long way.
Or it works like reactive armor -> only at a place it is breached the "Nebula" can go out.

Liquid is going turn to gas almost instantly in the vacuum of space, gas isn't going to do a whole lot since it can disperse... and metal or ceramic particles will just get vaporized by the laser.

True, but that's what strike craft are for!

The "Nebula" will buy you time against a superior opponent, but once the "Nebula" has been breached you'll be toast very quickly
 
With same fire power one vs one I would think even a little more time make the ship better.

Btw.: Why should they be superior? My ships are superior until the are all cut to pieces,...

But in the way of gamma or neutron weapons I would use weapons that are not meant to resist. (like FTL warp in the object to detonate or Black hole weapons, etc,..)
To counter them you put enough attack "Objects" to overwhelm them, sneak attack or maybe use a "no resist weapon" before them.
Or defence that hold your ship in a other dimension so that it is /is not there at the same time,..

Sci-Fi has way to many things to put it in one game alone.

----
I think reality wouldn't be fun because I believe most of the time it would be a one side massacre trough technological superiority .
 
Last edited:
Your dust/nebula idea most closely resembles plasma shielding in common scifi, if you want an explanation on the basics, i address it a few pages earlier in this thread.

As for actually making armor out of gasses, or liquids in space I have a hard time envisioning any feasible method for such a system to work effectively.

And yes boarding actions are dumb but people like their tropes ;)
 
Maybe a liquid in space is not that hard at all.

It just need`s a force bigger than the dispersal force to hold it together.
Maybe you can use the energy of the attacking "Beam" to make it automatic protect they point of energy. (energy reaction)
Magnetic forces strong enough in fluids should be possible as well to hold them together. ( the fluid would try to stay at the magnet line -> disturb the laser constant)
But it don't need to be a fluid as I said.

It was more meant as a counter measure than a constant shield.
 
A shield that permits any energy inside, be it visible light or radio waves, is not a perfect shield. I want one that is completely opaque - no signals and no signals in. If the shield is capable of absorbing the incoming energy, it should appear as a perfectly black sphere. A shield that reflects everything would appear like a mirror. The efficacy against kinetic and explosive attacks should be directly correlated to how much energy can be pumped into them. Do the shields have enough energy to convert a single lump of matter into energy, and then disperse it? What if it can obliterate the slug, but not disperse the energy? I would expect that to still cause damage to the ship.
 
What's up with this? It is a game. A shield is up to what the developers say it is. Be it an inverse gravity force field, or a plasma force field, or what ever scientific techno babble the dev's can think up to deflect either kinetics or EM weapons. It does not matter, like any fictional story the only requirement is that the viewer is able to accept it with a certain amount of suspension of disbelief.
 
  • 3
Reactions:
no weapons shield or armors can stand aguaist the phased cannon array and and sub space phased plusar beams .
the phased pulsar beams use nanite technologie . just 1 hit and the quarter or half of a ship gonna disintegrate .
and its used only by mighty races like forruners of halo progenitors of homeworld and reapers of mass effect and vasari of sins( for the reaper they use phased sub space beam weapon (with no nano technologie)
what a stupid kintec cannon or railgun or ionic beam cannon or laser cannon can do aguainst this ?
 
I'll out class you all with my Floridian Aligator Poop Thrower! (FAPT - It kind of makes that sound when it hits) It does slow "rotting" type damage, plus it clogs up your sensors.
 
  • 1
Reactions:
I'll out class you all with my Floridian Aligator Poop Thrower! (FAPT - It kind of makes that sound when it hits) It does slow "rotting" type damage, plus it clogs up your sensors.
wher did you find this ??? come on man the phased pulsar gonna turn your battleship to space dust in just 3 second .
why they give give this weapon to the only powerfull races ever like forruners and progenitors because he is the most powerfull normal weapon .(not a super weapon at all)
for the phased weapon of soldiers they are like the forruners weapons in halo 4 .
 
I counter with my black hole generator weapon. It stops you weapon and destroys your ship.

For defense I engage my multi-verse dimensional travel pod that moves my ship to another dimension in the multi-verse just before you weapon comes near me. I then phase back in after the danger is gone.
 
  • 1
Reactions:
Ability to board and take over an enemy ship does make sense, no matter what the era. Either you can get a better tech boost from it rather than lower from the debris or even just make use of another strong ship in a fight, especially when build times for most capital ships are usually factored in years. Functionally it is a difference of factors based on what the boarding party is, organic or artificial, or the species could just be too xenophobic and prefer to just bombard the opposing ships to oblivion. But anyone saying that it is totally pointless, just doesnt understand its all a risk vs reward situation.

The rest of the weapon systems are still kinda vague as to how they function according to the Dev, so they should at least be given the benefit of the doubt, before people go off on what the physics of the game actually are. If they were going with possible science fact then missles would actually be just kinetic weapon systems since you can make a way bigger non nuclear explosion by just abusing e=mc squared and F=ma. Or just make them into bunker busters cause a nuke hitting the outside of a thick hulled ship would do minimal damage as compared to if it detonates after piercing the hull like a shaped charge.
Fighters and bombers with carriers really depends on the scenario and how artifical gravity is set to work. Better off with drones in the shape of cubes or spheres with tons of micro thrusters for proper 3D zero g maneuvering, especially since the quick stop and start, change of direction would make for deadly levels of g force on the pilots.
 
  • 1
  • 1
Reactions:
i speak about normal weapon not super weapons .
we can equipe even the fighters with a phased subspace pulsar.
black hole genrators is probably a huge thing so he is a tactical weapon or super weapon not a normal pulsar cannon :p

aguain :1 critical hit from a normal phased pulsar normal cannon = 1 star dust cruiser of maybe battleship = totale disintegration .
this is the top in all sc fic normal weapons i never haird about something more powerfull .
in sins of a solaire empire
TEC : kintec and laser weapon . dammage : good . armore: powerfull
vasari : phased nanite pulsar weapons . dammage :superiore .armore: nanite regeneratore hulls
advent : plasma and ionic weapon like the covenantof halo . damage :high. armore :high

so
who is next:cool:
 
i speak about normal weapon not super weapons .
we can equipe even the fighters with a phased subspace pulsar.
black hole genrators is probably a huge thing so he is a tactical weapon or super weapon not a normal pulsar cannon :p

aguain :1 critical hit from a normal phased pulsar normal cannon = 1 star dust cruiser of maybe battleship = totale disintegration .
this is the top in all sc fic normal weapons i never haird about something more powerfull .
in sins of a solaire empire
TEC : kintec and laser weapon . dammage : good . armore: powerfull
vasari : phased nanite pulsar weapons . dammage :superiore .armore: nanite regeneratore hulls
advent : plasma and ionic weapon like the covenantof halo . damage :high. armore :high

so
who is next:cool:
... You will have to show me where those phased pulsar weapons are that we can actually equip our ships with...
 
  • 1
Reactions:
... You will have to show me where those phased pulsar weapons are that we can actually equip our ships with...
they never put a phased nanit weapon in a grand strategy game .i hope this time things gonna be different with stellaris
for the phased main cannon array he look like this
http://vignette1.wikia.nocookie.net..._Cannon.jpg/revision/latest?cb=20070531145905

for the normal phaser he juste like this(the orange one ) when he fire . but as a rapid pulse not as a long beam ionic ray
http://i.imgur.com/sSkNQb2.jpg



there is for now 3 type of weapons in SC FI franchise and movies and games .
the classical weapons . used by 90% of human and alien races in games and movies
like lasers -railguns -missiles -kintecs (for humans ) and some aliens
beam plasma canon -plasma canons -plasma missiles-ionic weapons ........... used by many advanced aliens and sometimes humans
shields:just powerfull hulls and shields

the superiore weapons used only by very ancient race . like reapers progenitore vasari and forruners .
subspace beam connon : for reapers of mass effect
subspace nanite phaser : for progenitore of homeworld and forruners (the homeworld fans claim that the forruners of halo are just a copy of progenitors because they have many common things
nanite phased weapons : vasari of sins of a solaire empire
shields : a very powerfull shield and a nannite regenerator of hulls


and the organic weapons used by the youzhane vong of star wars the tyranid of warhammer zurg of starcraft (just a copy stealed from warhammer like forruners) and floods of halo
weapons : ????? meybe acide
shields : organic bones like for the yuzhane ving of star wars who use a type of organic coral bones

only the organic weapons can be a true rival to the subspace weapons used by the ancient races . both of them are very superiore and can easily destroy a batteship who use classical weapons and shields .


i really hope that the fallen empires in stellaris use this type of superiore weapons . and even us later in the game .
 
Last edited: