Best and worst kinds of weapons
Full analysis
from
GalCiv2 Forums
I have done an analysis of the three categories of weapons as presented in the 1.0X version of GalCiv2. And I have come to a conclusion: the developers made some significant mistakes.
First, missiles are a waste of time. Period. I don't care if your enemy has ships with shields and armor; never even consider investing in missile tech. I will proceed to prove why a bit further down.
Second, beam weapons are the best weapon. Period. Once again, I don't care if the enemy has tons of shields; beams will win out in the end.
Well, here's why.
There are several important statistics for weapons. The damage a weapon does is pretty significant, but more importantly are is size, the damage-to-size ratio, and the cost in terms of technology to get to that particular weapon.
Missiles are crappy weapons because they have an incredibly low damage-to-size ratio compard to the others. They are also extremely big weapons, which has inherient problems. If you've got a ship that has 7 or less empty space on it, you're screwed if you've only got missiles. Every missile requires 8 or more space, so you can't fit even a lower-grade missile weapon onto that ship. Meanwhile, there's a "low-end" laser weapon that goes down to 4 in size, so you can almost always patch up any holes in your ship designs. Ships not using missiles will slightly out-damage ships using missiles.
I examined 4 separate arbitrary epochs of weapon tech. I found the following:
3:1 size:damage ratio:
Beam: Tech cost is 3325. Size is 6.
Missile: Tech cost is 4650. Size is 9.
Ballistic: Tech cost is 5475. Size is 6.
2:1 size:damage ratio:
Beam: Tech cost is 7725. Size is 6.
Missile: Tech cost is 9850. Size is 9.
Ballistic: Tech cost is 11375. Size is 6.
3:2 size:damage ratio:
Beam: Tech cost is 9525. Size is 5.
Missile: Tech cost is 15650. Size is 9.
Ballistic: Tech cost is 15975. Size is 4.
1:1 size:damage ratio:
Beam: Tech cost is 22225. Size is 6.
Missile: Tech cost is 31250. Size is 8.
Ballistic: Tech cost is 38775. Size is 4.
Notice how, for each ratio, beam weapons cost less in tech points, and tend to be comperable in size to ballistic weapons. Ballistic weapons are very expensive tech-wise, and missile weapons are incredibly bulky compared to the other two.
If you have two people in an arms race, and they have equal research, the guy researcing beam weapons will win. He will have the more powerful weapons sooner. Or, he can adjust his sliders a bit, and get more production out of his worlds, thus providing him more ships of equal strength to the other guy.
Now, of course, weapons are thwarted by defenses. So, in theory, if sheilds were less expensive tech-wise than the other weapons, this would all balance out. I performed an analysis on defenses as well. Looking at 4 similar epochs, I discovered this:
2:1 size:defense ratio:
Beam: Tech cost is 2750. Size is 4.
Missile: Tech cost is 2570. Size is 4.
Ballistic: Tech cost is 3500. Size is 6.
1:1 size:defense ratio:
Beam: Tech cost is 7150. Size is 3.
Missile: Tech cost is 6270. Size is 3.
Ballistic: Tech cost is 5900. Size is 5.
2:3 size:damage ratio:
Beam: Tech cost is 16650. Size is 4.
Missile: Tech cost is 10470. Size is 3.
Ballistic: Tech cost is 15200. Size is 4.
1:2 size:damage ratio:
Beam: Tech cost is 19650. Size is 3.
Missile: Tech cost is 19970. Size is 4.
Ballistic: Tech cost is 20200. Size is 3.
Beam defenses are often more expensive than other defenses in terms of tech costs. Ballistic defenses are actually worse overall (there are even some bugs where the next defense is actually worse than the previous one, thus making things harder), so choosing ballistic weapons has the advantage of being countered by a poor defense. However, missile defenses are actually quite good, compared to the other two. So, not only do missiles suck in their own right, but they go up against the worst of the three defenses.
So, in short. Get your opponent to use missiles (or only attack people that do). And use lasers. Always. Never research anything else. It's better to put your research into beams and get further down the tech tree than to bother to research one of the other two. And never, ever use missiles.
Perhaps the developers should consider truly balancing the weapons and defenses by making them all identicle. I don't think there's an easy way to balance the 3 primary factors (damage:size ratio, ) sufficiently without creating one clearly superior choice. At the very least, a modder should consider doing that. If so, I would suggest simply copying the beam and point-defense trees, as they are the best in each category.
BTW, I am aware that I did not include an analysis of the actual cost of a weapon in this. It is possible that beam weapons are basically more expensive than others. However, as I pointed out, you can offset cost by simply taking some of that research and funneling it into military production.
First, missiles are a waste of time. Period. I don't care if your enemy has ships with shields and armor; never even consider investing in missile tech. I will proceed to prove why a bit further down.
Second, beam weapons are the best weapon. Period. Once again, I don't care if the enemy has tons of shields; beams will win out in the end.
Well, here's why.
There are several important statistics for weapons. The damage a weapon does is pretty significant, but more importantly are is size, the damage-to-size ratio, and the cost in terms of technology to get to that particular weapon.
Missiles are crappy weapons because they have an incredibly low damage-to-size ratio compard to the others. They are also extremely big weapons, which has inherient problems. If you've got a ship that has 7 or less empty space on it, you're screwed if you've only got missiles. Every missile requires 8 or more space, so you can't fit even a lower-grade missile weapon onto that ship. Meanwhile, there's a "low-end" laser weapon that goes down to 4 in size, so you can almost always patch up any holes in your ship designs. Ships not using missiles will slightly out-damage ships using missiles.
I examined 4 separate arbitrary epochs of weapon tech. I found the following:
3:1 size:damage ratio:
Beam: Tech cost is 3325. Size is 6.
Missile: Tech cost is 4650. Size is 9.
Ballistic: Tech cost is 5475. Size is 6.
2:1 size:damage ratio:
Beam: Tech cost is 7725. Size is 6.
Missile: Tech cost is 9850. Size is 9.
Ballistic: Tech cost is 11375. Size is 6.
3:2 size:damage ratio:
Beam: Tech cost is 9525. Size is 5.
Missile: Tech cost is 15650. Size is 9.
Ballistic: Tech cost is 15975. Size is 4.
1:1 size:damage ratio:
Beam: Tech cost is 22225. Size is 6.
Missile: Tech cost is 31250. Size is 8.
Ballistic: Tech cost is 38775. Size is 4.
Notice how, for each ratio, beam weapons cost less in tech points, and tend to be comperable in size to ballistic weapons. Ballistic weapons are very expensive tech-wise, and missile weapons are incredibly bulky compared to the other two.
If you have two people in an arms race, and they have equal research, the guy researcing beam weapons will win. He will have the more powerful weapons sooner. Or, he can adjust his sliders a bit, and get more production out of his worlds, thus providing him more ships of equal strength to the other guy.
Now, of course, weapons are thwarted by defenses. So, in theory, if sheilds were less expensive tech-wise than the other weapons, this would all balance out. I performed an analysis on defenses as well. Looking at 4 similar epochs, I discovered this:
2:1 size:defense ratio:
Beam: Tech cost is 2750. Size is 4.
Missile: Tech cost is 2570. Size is 4.
Ballistic: Tech cost is 3500. Size is 6.
1:1 size:defense ratio:
Beam: Tech cost is 7150. Size is 3.
Missile: Tech cost is 6270. Size is 3.
Ballistic: Tech cost is 5900. Size is 5.
2:3 size:damage ratio:
Beam: Tech cost is 16650. Size is 4.
Missile: Tech cost is 10470. Size is 3.
Ballistic: Tech cost is 15200. Size is 4.
1:2 size:damage ratio:
Beam: Tech cost is 19650. Size is 3.
Missile: Tech cost is 19970. Size is 4.
Ballistic: Tech cost is 20200. Size is 3.
Beam defenses are often more expensive than other defenses in terms of tech costs. Ballistic defenses are actually worse overall (there are even some bugs where the next defense is actually worse than the previous one, thus making things harder), so choosing ballistic weapons has the advantage of being countered by a poor defense. However, missile defenses are actually quite good, compared to the other two. So, not only do missiles suck in their own right, but they go up against the worst of the three defenses.
So, in short. Get your opponent to use missiles (or only attack people that do). And use lasers. Always. Never research anything else. It's better to put your research into beams and get further down the tech tree than to bother to research one of the other two. And never, ever use missiles.
Perhaps the developers should consider truly balancing the weapons and defenses by making them all identicle. I don't think there's an easy way to balance the 3 primary factors (damage:size ratio, ) sufficiently without creating one clearly superior choice. At the very least, a modder should consider doing that. If so, I would suggest simply copying the beam and point-defense trees, as they are the best in each category.
BTW, I am aware that I did not include an analysis of the actual cost of a weapon in this. It is possible that beam weapons are basically more expensive than others. However, as I pointed out, you can offset cost by simply taking some of that research and funneling it into military production.