Ship experience gives defense points when no defense equipment exists

I had two ships that were accumulating experience levels from combat. The base ship model has these stats:
ATTACK: 0/6/0
DEFENSE: 0/0/0
At level 2, the ship has:
ATTACK: 0/6/0
DEFENSE: 1/1/1
At level 4, the ship has:
ATTACK: 0/6/0
DEFENSE: 2/2/2

My problem with this is the fact that no defense equipment exists on that ship model. Should experience improve "zero stat" slots on a ship? And why didn't my attack of 6 in Missiles ever improve with experience?

- Proud Canadian
7,567 views 13 replies
Reply #1 Top
I think the experience thing is why the AI is constantly outclassing my ships. That or it cheats.
Reply #2 Top
Perhaps the level includes a "dodge like crazy" option. "Take evasive action, Mr Sulu".
Reply #3 Top
Perhaps the level includes a "dodge like crazy" option. "Take evasive action, Mr Sulu".


Just remember: "You canna change the laws of physics!"
Reply #4 Top
it could be that the computer just got a ton of defensive anonmilies
Reply #5 Top

How about letting the user upgrade their stats when a new level is reached on a ship (ala RPGs), but you can only upgrade a stat that is <= 1.  For example, a ship with MassDrivers:2 Shields: 1, and Armor:3 reaches level 2. The user gets 2 stat points to spend, but can only use it on the above stats, propulsion, range, or sensors (no 'suddenly the ship has lasers' nonsense).  This would add a fun bit of extra customization on well established ships, without giving the ships crazy bonuses across the board like currently happens.

Just an idea 

Reply #6 Top
Excuse me? What exactly is wrong with evasive action as a defense?
Reply #7 Top
How about letting the user upgrade their stats when a new level is reached on a ship (ala RPGs), but you can only upgrade a stat that is <= 1.


This is exactly what I would like to see.

Excuse me? What exactly is wrong with evasive action as a defense?


Nothing. It's called "run like hell before they attack us". If you get into a battle, I don't think dodging lasers, missiles and bullets is going to get you very far by itself.
Reply #8 Top
I don't think dodging lasers, missiles and bullets is going to get you very far by itself.
Well, no. You dodge like crazy and shoot at them at the same time. This gets you further than standing still and shooting. (note: - you don't have to see it coming in order to dodge it, just follow a random evasive course. The level probably indicates you ability to do so, and how far you can push this while still being able to use your weapons effectively).
Reply #9 Top
How about letting the user upgrade their stats when a new level is reached on a ship (ala RPGs), but you can only upgrade a stat that is <= 1. For example, a ship with MassDrivers:2 Shields: 1, and Armor:3 reaches level 2. The user gets 2 stat points to spend, but can only use it on the above stats, propulsion, range, or sensors (no 'suddenly the ship has lasers' nonsense). This would add a fun bit of extra customization on well established ships, without giving the ships crazy bonuses across the board like currently happens.
Just an idea


Do this.

But in the meantime, nerf those damn AI uber ships that keep thumping me! One Thalan ship took out about 20 of mine before I managed to kill it through sheer attrition!

Who says The Borg aren't in galciv?
Reply #10 Top
Who says The Borg aren't in galciv?


Screw assimilation. YOU WILL BE ERADICATED! Fear the AI super-ships!
Reply #11 Top
How about letting the user upgrade their stats when a new level is reached on a ship (ala RPGs), but you can only upgrade a stat that is <= 1. For example, a ship with MassDrivers:2 Shields: 1, and Armor:3 reaches level 2. The user gets 2 stat points to spend, but can only use it on the above stats, propulsion, range, or sensors (no 'suddenly the ship has lasers' nonsense). This would add a fun bit of extra customization on well established ships, without giving the ships crazy bonuses across the board like currently happens.


i've been mulling about upgrades, weapons techs, experience, anomolies etc, and knowing that the game still needs to be balanced, i'm still worried (as i don't know what the upgrade philosophy will be) about an upgrade micromanagement "everytime i produce a ship it's out of date already" kinda problem because in the time it take to produce a ship i have also researched at least one or two new weapons/defence/engine techs, so i was wondering whether looking at, say, Laser Tech, whether Laser can be reseached, but Laser II to Laser VI are techs that are discovered as a result of anomalies/experience ie they are techs that are randomly generated in the game by what happens in the game that enhance your weapons path. you can then trade them, sell then as normal. obviously i'm being a bit clumsy here. What i'm trying to suggest is that experience and anomoly research lead to an increase in weapons/defence experience that is tangibly shown as a new tech.

i'm really enjoying the new strategic tensions in the game, but am concerned about the micromanagement of upgrading - even a little "+" on planetary buildings indicating that they can be upgraded would be nice.

Reply #12 Top
Don't be too worried about the speed of tech advances in Beta 3. There is no balancing in the game yet. That will come later.
Reply #13 Top
i'm really enjoying the new strategic tensions in the game, but am concerned about the micromanagement of upgrading - even a little "+" on planetary buildings indicating that they can be upgraded would be nice.


Yes it would, good idea.