Let’s Talk About Resistance.

0.91 The “Resistance” mechanic is underwelming.

Coup Card Game (The Resistance Universe) | Games to Play ...

(The above pic is from the "Coup" card game.  Highly recommended!)

 

Resistance has been bothering me as being uninspirational for a while now and I was curious if I was missing something. Earlier today on the discord Brad clarified that in its current iteration resistance simply increases the time for planetary invasion succeed. IE 30% resistance means that it takes 30% longer for an invasion to “happen.”

 

My criticism of this is that this is a fairly useless mechanic. If you’re to the point of being invaded, then in my experience it doesn’t really matter how long it takes. And the current mechanic means that invasions are 100% successful anyway, so there’s no “fighting the assailants off”.

 

Recall that in both GC2 and GC3 invasions could “fail” during which the attacker could lose the invading transport. Indeed, in prior GalCiv iterations invasion vessels, Legions, et al., were largely disposable – civs would make swarms of the things knowing that a lot of them wouldn’t “stick” and sink an enemy planet, but you were betting that some would get through.

 

In GC4 Invaders are not disposable, rather they persist indefinitely and can conquer an unlimited number of planets. In my last game, for example, I never lost a single invader all game, I’ll bet a single invader conquered a dozen planets. So the present iteration of the invasion play and mechanic is pretty different from those that preceded it and, to be frank, I do not feel that it’s better.

 

Enter the Resistance mechanic, and what could be done better. Generally I see two broad areas that could be targets of improvement:

  • Resistance vs Invasion (ie “Soldiering”) should be more important, and an arms race.

  • Resistance should do more to “harden” planets aside from outright invasions.

 

Resistance vs Invasion:

First of all, invasions should be able to fail, with a participating transport destroyed. The defensive mechanic for doing this should be Resistance.

 

I envision something like this. Resistance % minus Soldiering % = Fail % per turn. With base Resistance something like 10%.

 

For example Resistance +25% vs Soldiering +20% means: Reistance 35% (base 10% + 25%) vs Soldering 20% = 15% chance for invasion to “fail” per turn of invading.

 

“Fail” means 1 participating transport is destroyed. If more than one transport is invading, then the invasion continues. If no more transports are left to invade, the invasion stops.

 

The #turns invasion takes could be based on the same variables it is now, with the duration modified by Resistance minus Soldiering.

 

If invasions are more deterministic, they also shouldn’t need to take so long, is another tweak that could come out of this. Although I think the current invasion duration seem just fine to me, I’m not really opinionated about this last point.

 

Resistance should do more to “harden” planets aside from outright invasions:

 

So here’s a bit of a broader aspect of potential uses for investing in Resistance. The term “Resistance” is a pretty broad term and as such would be easy to expand to other aspects of planet hardening.

  • Brad mentioned Resistance making culture flipping more difficult.

  • Resistance could reduce the severity of other planetary misfortunes. Such as

    • Xeloxi causing you crime,

    • Festron eating your citizens,
    • Drengin getting slaves from you (which I will propose in my Drengin post later),
    • Starvation (which I am also going to propose later also)
    • Espionage-driven events that might happen to you (later when Espionage exists).
    • and other bad planetary events

 

In short, there’s a lot that could be done with Resistance, and it’s not very exciting the way it is.

I’m sure other people have opinions on this as well, it’d be good to hear more ideas regarding this mechanic.

 

Cheers,

 

-tid242

 

edit: PS, please give us back the old triangle-shaped "Invader Ship" icons!!!

 

15,302 views 6 replies
Reply #1 Top

nice, very good idea, i like it a lot. you just got your karma increased to 42 for this one ;) thats a big deal in the hitchhiker's guide universe btw ;)

Reply #2 Top

Quoting Basilisk83, reply 1

nice, very good idea, i like it a lot. you just got your karma increased to 42 for this one ;) thats a big deal in the hitchhiker's guide universe btw ;)

Thank you for that!, now I know the meaning of "Life, the Universe, and Everything!"

Reply #3 Top

You could also give defending ships in orbit a combat buff based on the planet's resistance. The rationale for this would be that the ships perhaps get better logistical support when orbiting a friendly planet. Or you could introduce the concept of "defensive batteries," big guns on a planet that can shoot things in space, allowing you to hit enemies, say, three tiles away. The strength of resistance would determine the damage your guns do. 

Reply #4 Top

Quoting Arcean_Endgame, reply 3

You could also give defending ships in orbit a combat buff based on the planet's resistance. The rationale for this would be that the ships perhaps get better logistical support when orbiting a friendly planet. Or you could introduce the concept of "defensive batteries," big guns on a planet that can shoot things in space, allowing you to hit enemies, say, three tiles away. The strength of resistance would determine the damage your guns do. 

i know that ships already get a dmg boost for defending a planet, although i'm not exactly sure what the boost is or where it comes from. it does seem to change slightly but i'm not sure why... unless resistence is already effecting dmg of ships in orbit but only by like 1% dmg for every 10 resistance or something really small like that on top of what they're already getting. the dmg boost doesnt always show up though, sometimes i have to add more ships in orbit before i can see the boost for the first ones i put there. ui def needs some work there.

Reply #5 Top

prob is once a ship is in orbit you can't see the ui part that shows dmg modifiers, it's taken away. that needs to be put back in so we can see where that defending bonus is coming from

when you double click a ship in orbit and bring up it's screen, the dmg part in the top left should tell you what the dmg modifiers are when you hover over it.

Reply #6 Top

Currently, there is little reason why you shouldn't just tank the resistence of your starting race and put the points in something else, so I agree with you that something needs to change. I do not agree with the way GC3 handled it either, with you always losing your ship that you attacked with, so parts of the new I do like. There should, I agree, be some chance you could lose your invasion force against a race that is particularly good with defending it's planet like the Drath. But if your invasion succeeds and you have taken the planet, I do not see why you should not be able to take that force to invade another planet. maybe there should be garrison forces or something included in Transport ships. once you have taken over a planet maybe you should have to pick up another garrison force from one of your other planets with that ship to take over another.