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Stellaris Dev Diary #41 - Heinlein patch (part 2)

Hello everyone and welcome to another Stellaris development diary. This is the second in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. This week's dev diary will be focusing on a series of changes made to ship design and fleets that we call the Fleet Combat Overhaul.


Dedicated Roles
One frequent critique of the ship types in Stellaris is that they don't really have roles - besides corvettes being unable to mount large weapons, there is basically no difference in what type of weapons can be mounted on what type of hull, meaning that there is no actual reason to use a proper mix of ship types - often the best strategy is just to find a single effective design (such as all-corvette fleets on release version or the currently popular destroyer tachyon lance fleet). To address this we sat down and thought about what the roles of each type of ship should be, and came out with the following:
  • Corvettes are fast, agile ships that excel in taking out capital ships at close range.
  • Destroyers are screens for your capital ships that excel in taking down corvettes and countering missiles and strike craft.
  • Cruisers are close-range capital ship brawlers that tank enemy fire and engage enemy destroyers and capital ships.
  • Battleships are artillery and carrier ships that provide long-range fire support.

Somewhat simplistically, you could say that corvettes are good against cruisers and battleships, destroyers are good against corvettes and strike craft, cruisers are good against destroyers/cruisers/battleships (depending on how they are designed) and battleships are good against cruisers, other battleships and fixed installations. This change should give each ship a clear purpose, while allowing for some flexibility within by purpose through the ship designer (for example, cruisers can either be tough battleship killers or fast attack ships that clear the way for your corvettes depending on design). It's worth noting that designs may not start with a dedicated role like this - at the very start, corvettes not have torpedoes and destroyers will lack the targeting that makes them such effective corvette killers. Their roles instead come fully into play as technology advances and capital ships enter the stage.

In order to make this specialization possible, we have made a few changes to ship design. First of all, we have added three new weapon slot types:
  • Torpedo slots mount Torpedo and Energy Torpedo weapons, which are short range extreme damage weapons meant to take down capital ships. They can only be used by corvettes and cruisers.
  • Point Defense slots mount point defense cannons, which is the primary defense against missiles, torpedoes and fighter craft. Destroyers can be designed to field large amounts of point defense weapons.
  • Extra Large slots mount massive long-range weapons that can only fire in a fixed arc ahead, such as Tachyon Lances, Arc Emitters and Mega Cannons. These can only be mounted on battleships and take up the whole bow section.

We've also tweaked ship modules and retired a couple of modules that we feel did not fit the new design, so that it is no longer possible to make a 'corvette killer' battleship with huge amounts of small weapons, for example. While there realistically is no reason you couldn't mount small weapons on a battleship, going with a realism angle would simply put us right back where we are now, so we chose to sacrifice some realism for what we feel is better gameplay.


Utility Slot Rework
Another area we felt sorely needed some attention is the utility slots - right now there is often little meaningful choice, with the best strategy usually being to stack either armor or shields depending on ship size, enemy weapons and tech level. Most of the special utilities, such as shield capacitors or regenerative hull, are either woefully underpowered or extremely overpowered. To address these issues, we've made the following changes:
  • The amount of damage reduction provided by armor now depends on the size of the ship, so a single piece of armor will do more for a corvette than for a battleship. This should make armor useful even for smaller ships.
  • The 'special' utilities (crystalline hull plating, shield capacitor, etc) will use their own slot type that is limited by hull size, and so will only have to be balanced against each other instead of having to also be balanced against shields and armor.
  • A new utility type, afterburners, provides additional combat speed, allowing you to design ships that can closely quickly with your opponents.


Misc Changes and Notes
  • As part of these changes we're looking over the balance of every weapon in the game, especially strike craft, point defense and creature weapons.
  • Combat computers will be changed from being universal to being based on ship type, so corvettes have specific corvette computers that focus on boosting evasion, while destroyers have computers that impove targeting, allowing them to keep up with corvette evasion better than other ship types.
  • We're changing emergency FTL so that it sets the fleet as MIA, meaning that fleets that successfully escape combat will always be able to flee to friendly space rather than getting stuck and ping-ponged to death. To compensate, we're making it so every ship (no matter how undamaged) has a chance to be lost when you use emergency FTL, so it's always a risky maneuver.
  • We're looking into creating a special class of flagships that are limited in number by your fleet size, and are the only ones able to use auras, instead of all-aura battleship fleets.
  • We're looking at balancing the different FTL types and making it less hard to catch enemy fleets. Some of our current ideas is having fleet speed depend on how far away you are from friendly space (and thus resupply) and boosting the speed of warp.
  • We're looking into fleet formations and some basic orders during combat (priority targeting, etc). At minimum the basic fleet formation will be changed to be more sensible (no more suicide corvette leading the charge).

Note that the changes listed in this DD are not fully done, so some of them may not show up in below screenshots.
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That's all for this week! Next week we'll talking about yet more features and changes coming in Heinlein.
 
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Yes but those nuclear powered subs (and advance starships) don't carry unlimited ammo, spare parts, crew, etc.

Every combat force in history (land, sea, air, and eventually space) needs a logistical tail...there is no reason to think that starships will be immune to that need. And rather than having bean counting for ammo loadouts, an abstracted penalty (however enforced) at least encourages players to follow a logical path of conquest.
 
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Yeah, why would nations spend tons and tons of money building bigger and larger ships just to be countered by fast moving vessels with destructive short range power and be forced to build escort vessels to fill various specialised roles. Oh wait, it's called the evolution of naval warfare 1890-1945.

yea Navy is like space right.........

when a race build a 600.000+- tonnage space ship do you think they let a tiny spaceship of 1300 tonnage craft even have the fire power to even damage the hull?.
 
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yea Navy is like space right.........

when a race build a 600.000+- tonnage space ship do you think they let a tiny spaceship of 1300 tonnage craft even have the fire power to even damage the hull?.

Ship combat is ship combat, whether on the sea or in space. You are still dealing with a vessel built to operate in the environment and destroy other vessels in the same environment. The reason they "let" a tiny ship have fire power to damage the hull is basic physics: the bigger the ship the more power you need to move it. The more armor you put on that big ship, the more power you need to move it. At some point, you just don't have enough power to move that big ship as fast or as nimbly (how about turning that great big ship on a dime?) as a small ship with the same technology, even in the vacuum of space. And you really don't need a huge weapon to do an enormous amount of damage, we have plenty of small weapons here today that will easily fit on a small device, like say, an airplane, that would absolutely wreck any modern battleship. That's why we don't really have modern battleships, so in a sense, the game itself is a bit of an anachronism. Big battleships were proven obsolete in WWII and have never made a comeback as ship-to-ship weapons.
 
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What if some weapons need special resources to shoot? Tachyon lances maybe. Every shot will consume some amount of resources. I think something like that was in Victoria 2 (coal and iron). So you will not use your best ships everythere. You will keep them in reserve for some realy important battle.

Or implement limited ammo for every ship. In that case you will need to return for reload after big battle, or build supply ships. So you will not be able just to build big fleet and conquer whole galaxy. You will plan you war carefully.

Or some weapons cost special resources to build. If you put tachyon lances on your ship in fleet designer - you will pay base cost + special resource unit. Like in Civilization games. From tactical point of view - if your enemy has such weapons on his ships - you can capture star systems to cut supply of these resources. Like Hitler tried to capture Caucasus to cut USSR from oil :)
 
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Might I suggest removing collision between ships? You can sort of determine your order of battle by the choice of computer for each ship, but the most unrealistic (and frustrating) thing I've noticed in combat is the fleet trying to sort itself out at the start, corvettes and cruisers trying to get out ahead to attack the enemy (assuming they're set up for that), but being blocked by battleships in front of them. Allowing custom formations would go a huge way in solving this problem, but still wouldn't allow for tactics like the battleships first engaging the enemy, then cruisers and corvettes moving in to provide cover as their attack craft move within range. If you try to do this with the current system (not that you have a choice, since ship placement is currently semi-random), there will be a bottleneck when the screening craft try to get out in front, your entire formation will fall apart, and, when the fleets finally engage, it will just be a disorganized swarm. Given the vastness and 3-dimensional nature of space, there's absolutely no logical reason for this frustrating mechanic.
 
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yea Navy is like space right.........

when a race build a 600.000+- tonnage space ship do you think they let a tiny spaceship of 1300 tonnage craft even have the fire power to even damage the hull?.

Not really, but when compared to such a gigantic ship and its huge guns, the tiny ship has crazy evasion. And that battleship is hardly a plain block, there must be some weakness here and there, and corvettes/fighters could easily attack that particular point and deal critical damage.

Huge ship also has a huge disadvantage, they're sitting ducks, so are only useful if they are packed with equally huge weapons to crush structures. Though I kinda disagree with op: You could, say, pack a gigantic ship with crazy amount of small weapons, to counter corvettes and smaller ships. But these things could get wrecked by another battleship that is equipped with big artillery-like weapons, so the latter battleship seems to be the only logical build.
 
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Ship combat is ship combat, whether on the sea or in space. You are still dealing with a vessel built to operate in the environment and destroy other vessels in the same environment. The reason they "let" a tiny ship have fire power to damage the hull is basic physics: the bigger the ship the more power you need to move it. The more armor you put on that big ship, the more power you need to move it. At some point, you just don't have enough power to move that big ship as fast or as nimbly (how about turning that great big ship on a dime?) as a small ship with the same technology, even in the vacuum of space. And you really don't need a huge weapon to do an enormous amount of damage, we have plenty of small weapons here today that will easily fit on a small device, like say, an airplane, that would absolutely wreck any modern battleship. That's why we don't really have modern battleships, so in a sense, the game itself is a bit of an anachronism. Big battleships were proven obsolete in WWII and have never made a comeback as ship-to-ship weapons.

Space is absolute not the same as Navy or air combat:

physics:
in space mass don't really matter when a object is in motion it stay's in motion till a countered by a outside force. even a cube would be just as maneuverable as a F16.
a tiny Engine can easy push forward a massive object so long the engine is on, and you have the time.

now back to tiny ships, tiny ships would have not meters thick armor and are very easy to destroy by a large ship carry 1000's of turrets.
 
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yea Navy is like space right.........

when a race build a 600.000+- tonnage space ship do you think they let a tiny spaceship of 1300 tonnage craft even have the fire power to even damage the hull?.
Well, yes. By all accounts if we would be talking REAL space combat by all predictions it would be more akin to sub combat than anything else, since the ability to send a projectile with enough kinetic energy to shatter pretty much anything is far easier than building something that would be able to take such a hit. And that's not even taking nuclear weapons into account.

Thankfully, this game is not hard sci-fi. It is space opera. And like pretty much all space opera it boils down to emulating the last era of large scale naval warfare, ie WWII. I for one don't complain, as I want my pew-pew lasers in space.
 
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Not really, but when compared to such a gigantic ship and its huge guns, the tiny ship has crazy evasion. And that battleship is hardly a plain block, there must be some weakness here and there, and corvettes/fighters could easily attack that particular point and deal critical damage.

Huge ship also has a huge disadvantage, they're sitting ducks, so are only useful if they are packed with equally huge weapons to crush structures. Though I kinda disagree with op: You could, say, pack a gigantic ship with crazy amount of small weapons, to counter corvettes and smaller ships. But these things could get wrecked by another battleship that is equipped with big artillery-like weapons, so the latter battleship seems to be the only logical build.

where do people get this idea from??? really it's odd.
why do you think carriers have miniguns? they shot down missiles and aircrafts

in the future Small lasers would be like miniguns shotting thousands of lasers rounds your "Maneuverability" would do s****
 
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where do people get this idea from??? really it's odd.
why do you think carriers have miniguns? they shot down missiles and aircrafts

in the future Small lasers would be like miniguns shotting thousands of lasers rounds your "Maneuverability" would do s****

Corvettes are however the smallest ocean going vessels (sometimes called light frigates) and SciFi spacefaring vessels. They are highly maneuverable while sporting active defenses.

That's why ww ships had middle artillery and in some engagements of that war it proved very inadequate to quickly dispatch a destroyer on a torpedo run.



Space is absolute not the same as Navy or air combat:

physics:
in space mass don't really matter when a object is in motion it stay's in motion till a countered by a outside force. even a cube would be just as maneuverable as a F16.
a tiny Engine can easy push forward a massive object so long the engine is on, and you have the time.

now back to tiny ships, tiny ships would have not meters thick armor and are very easy to destroy by a large ship carry 1000's of turrets.

Err... no it wouldn't be as maneuverable because the inertia would prevent rapid acceleration, change of orientation and thus change of its vector (the motion you build up is a static vector). It would _not_ be as maneuveable as a F-16
 
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Space is absolute not the same as Navy or air combat:

physics:
in space mass don't really matter when a object is in motion it stay's in motion till a countered by a outside force. even a cube would be just as maneuverable as a F16.
a tiny Engine can easy push forward a massive object so long the engine is on, and you have the time.

now back to tiny ships, tiny ships would have not meters thick armor and are very easy to destroy by a large ship carry 1000's of turrets.
Your physics is sorely lacking, since you're forgetting momentum. Yes, a tiny engine will be able to push a massive object, but it will not break a large object as fast. To maintain the same manueverability on a small vessel to a large vessel you need to maintain the same ratio of engine output to total mass, which, by all accounts would require larger engines.

where do people get this idea from??? really it's odd.
why do you think carriers have miniguns? they shot down missiles and aircrafts

in the future Small lasers would be like miniguns shotting thousands of lasers rounds your "Maneuverability" would do s****
And, pray tell, how would the lasers be able to detect and shoot down a small solid projectile moving at 0.99c? Not that it would be impossible, mind, but it would be easier to simply not be at the point where your adversary is predicting you're going to be. And the more manueverable your ship is, the smaller the target that it is, the easier that is to achieve.

And then again, this game is not realistic. It isn't hard sci fi, because as cool as a deep space combat game dealing with relativistic speeds would be, I don't think it is a good fit for a grand strategy game.
 
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Well, yes. By all accounts if we would be talking REAL space combat by all predictions it would be more akin to sub combat than anything else, since the ability to send a projectile with enough kinetic energy to shatter pretty much anything is far easier than building something that would be able to take such a hit. And that's not even taking nuclear weapons into account.

Thankfully, this game is not hard sci-fi. It is space opera. And like pretty much all space opera it boils down to emulating the last era of large scale naval warfare, ie WWII. I for one don't complain, as I want my pew-pew lasers in space.

they can make awesome Sci-fi moves by addling more laser turrets give large ships more health. would make a cool warzone
 
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Not shure why people discussing "real space combat". In real space nothing we see in this game will be possible. It is just a game. If devs would make real space simulator - you would not play it. Because "real space" is boring.
 
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I know I'm probably the only one, but I use the gimped kinetic weapons, instead of the OP missile in the beginning/OP energy in late game. And I can't help but notice I will be nerfed further in the patch.
-Corvette have a dedicated torp slot, but as kinetic I'm the only one who doesn't have access to them easily. Energy have energetic torp, missiles have them obviously.
-short range weapon. Well, autocannon are among the shortest range weapon we have. How will they even compete ?

So far, all the screens I've seen for the revamp are using a full tech tree. I want to see from a lower tech point of view, because the late game when the tech tree is fully unlocked is about the time we end anyway because there is not much to do.


Finally, I'd like to be able to tell my ship their role. Like "brawler ship, artillery ship..." and they would try to follow the role they have. There is nothing more dumb than having kinetic artillery or tachyon lance ship being in melee because they kept closing the gap.
 
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Your physics is sorely lacking, since you're forgetting momentum. Yes, a tiny engine will be able to push a massive object, but it will not break a large object as fast. To maintain the same manueverability on a small vessel to a large vessel you need to maintain the same ratio of engine output to total mass, which, by all accounts would require larger engines.

And, pray tell, how would the lasers be able to detect and shoot down a small solid projectile moving at 0.99c? Not that it would be impossible, mind, but it would be easier to simply not be at the point where your adversary is predicting you're going to be. And the more manueverable your ship is, the smaller the target that it is, the easier that is to achieve.

And then again, this game is not realistic. It isn't hard sci fi, because as cool as a deep space combat game dealing with relativistic speeds would be, I don't think it is a good fit for a grand strategy game.

true enough but nobody know what speeds space combat would be in the first place. so guessing about momentum is all based on guess work

And, pray tell, how would the lasers be able to detect and shoot down a small solid projectile moving at 0.99c? Not that it would be impossible, mind, but it would be easier to simply not be at the point where your adversary is predicting you're going to be. And the more manueverable your ship is, the smaller the target that it is, the easier that is to achieve.

And then again, this game is not realistic. It isn't hard sci fi, because as cool as a deep space combat game dealing with relativistic speeds would be, I don't think it is a good fit for a grand strategy game.

not really sure why you talking about shotting down "bullets" close to speed of light, but we talking about minilaser guns that shot down tiny spacecrafts like 1000 tonnage crafts.
 
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I have to say, that i dont like the idea of rolles for the different ship types and my reasoning is the following:
With roles you are going to loose the rolleplaying aspekt of the game. We already have the problem, that every race is diffrent in appearance but kind of plays the same if you have seen enough races.
How are you going to roleplay a Swarm race like in starcraft or an high tech but less ships style like the ancients in stargate if you have to play a "oh they have x, now i need to play y to destroy it" kind of game.
If you are going to balance it with counter roles you would have a more fair game, but it would be more boring too.
 
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where do people get this idea from??? really it's odd.
why do you think carriers have miniguns? they shot down missiles and aircrafts

in the future Small lasers would be like miniguns shotting thousands of lasers rounds your "Maneuverability" would do s****
true enough but nobody know what speeds space combat would be in the first place. so guessing about momentum is all based on guess work

It's not about speed but acceleration and thus the ability to maneuever which is directly tied to how quickly you can change the vector your ship moves in which would be pretty much dependent on how quickly you can turn the ship and what its ratio of mass vs. engine thrust is (the maneuverability would be dependent on mass vs. the maneuvering thrusters). A big, heavy ship will have at least problems with the former
 
where do people get this idea from??? really it's odd.
why do you think carriers have miniguns? they shot down missiles and aircrafts

in the future Small lasers would be like miniguns shotting thousands of lasers rounds your "Maneuverability" would do s****

Sure, but try that, the enemy will just order their fleet to stand still while their artillery are wrecking those small lasers battleship. It's viable, just isn't practical. And of course, this is all hypothetical.

Your physics is sorely lacking, since you're forgetting momentum. Yes, a tiny engine will be able to push a massive object, but it will not break a large object as fast. To maintain the same manueverability on a small vessel to a large vessel you need to maintain the same ratio of engine output to total mass, which, by all accounts would require larger engines.


And, pray tell, how would the lasers be able to detect and shoot down a small solid projectile moving at 0.99c? Not that it would be impossible, mind, but it would be easier to simply not be at the point where your adversary is predicting you're going to be. And the more manueverable your ship is, the smaller the target that it is, the easier that is to achieve.

And then again, this game is not realistic. It isn't hard sci fi, because as cool as a deep space combat game dealing with relativistic speeds would be, I don't think it is a good fit for a grand strategy game.

High speed sure, but 0.99c is just crazy, lol. Even 100 gr projectile accelerated to 0.2c would have relativistic kinetic energy more than an atomic bomb. And I agree that there should be some realistic aspects sacrificed for the sake of gameplay. For all we know the real life future space battle may be insanely unbalanced.
 
yea Navy is like space right.........

when a race build a 600.000+- tonnage space ship do you think they let a tiny spaceship of 1300 tonnage craft even have the fire power to even damage the hull?.

Yeah ask the Japanese and the Germans about the believe that big ships could never be sunk by a tiny craft, aircraft in this example, or subs and so on...
The aircraft was one of the factors these big armored ships were no longer invulnerable.
How do you think those big guns are going to track a fast moving target? They don't. That's why you have ship roles.

Wether it's Navy or space, big guns turn way slower than smaller guns, big ships are slower than small craft and so on. Still works the same in space.
 
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