How many IS / OS were you able to build during those 150 turns?
It’s important to evaluate WHY OS / IS have this effect, so doing some general checking, against other ships and setups, note, I’m doing this ‘live’ in this thread, so it may be a little disjointed as I run and check numbers…
It’s an interesting case, the ‘difficulty’ multiplier applies somewhat disproportionately to IS / OS, but as a first check, we should determine if that’s actually the case… So, ships scores are calculated as follows:
(metal *4 + mineral *6 + (workers x turns))*3…
So, we end up with the following (excluding holos):
<SetUnitScore group="Military" unit="Fighter" score="30000" />
<SetUnitScore group="Military" unit="Bomber" score="99000" />
<SetUnitScore group="Military" unit="Frigate" score="438000" />
<SetUnitScore group="Military" unit="Destroyer" score="2250000" />
<SetUnitScore group="Military" unit="Cruiser" score="5520000" />
<SetUnitScore group="Military" unit="Battleship" score="37800000" />
<SetUnitScore group="Military" unit="Outpost_Ship" score="3120000" />
<SetUnitScore group="Military" unit="Invasion_Ship" score="3120000" />
<SetUnitScore group="Military" unit="Freighter" score="1056000" />
<SetUnitScore group="Military" unit="Trader" score="3888000" />
So this places the score of OS / IS between Destroyers and Cruisers … Checking the maths…
((30000*4) + (20000*6) + (50000 * 16))*3 =
(120000 + 120000 + 800000) * 3 = 3120000..
((40000*4) + (40000*6) * (25000 * 14)) * 3 =
(160000 + 240000 + 350000) * 3 = 2250000..
All of this seems to also ignore the fact a HWF is required for the dessie, obviously something seems wrong here… So lets backtrack a second and answer the following question…
Why is ‘Difficulty Factor’ even a thing?
The combat calculations are based around score, it’s arguably the sanest way to ensure appropriate combat ‘weight’. Simply put, if one ship costs 3000 score to create, and another has 1000 score, the ratio should be 3:1… In the real world, there’s some weighting and favouring in ship vs ship combat, but as a very simple base, score:score is used.
The biggest problem this caused, was from a pure resource perspective, this made ‘end-game’ units, such as battleships, comparatively weak (this was pointed out during the alphas run)… The reasoning for this, is that things like battleships require a LOT more than resources to build, the number of workers and the length of time were exceptionally important to the availability of the ships (this doesn’t even include pre-req structures). As such, a ‘difficulty’ factor was introduced to beef up the high cost ships, and include the creation conditions as part of their score, which then factors into combat calculations. For the most part, this worked ok, arguably some ships are still weak due to pre-requisite building requirements, but those pre-reqs were less important in the grand scheme of things.
So what happened?
Well, we ended up with a couple of units with a high turn + worker requirement, but from a structural perspective, are VERY easy to create. By not including structure requirements, the OS / IS end up with a more favourable score calculation when difficulty is accounted for than Destroyers. Obviously, this wasn’t intended.
Some thought is required… It’s important that difficulty factor is taken into account when ships are constructed, and making sure the influence is included in combat. In the short term, I’m going to move the ship score back to purely resources, and have the combat ‘calculated’ score separate. So difficulty will become a purely internal metric used during combat calculation. In addition, non-combat ships will NO LONGER receive the 3x multiplier which is normally afforded to ships. Military ships are important, Invasion and Outpost ships are not. Both of these in concert will resolve this specific issue. I’m also going to be looking into considering pre-requisite buildings as a small increment to ship performance, not sure how I’m gonna do that yet, but it’ll be there.
All this will hopefully be visible for Beta 2, but I’ll let you know.