Galtactic Civalisations 3 Concept Ideas (long)

Deeper Stratergy
1) Seperate Weapons
Firstly i like see weapons work indvidually, as opposed to stacking up to single weapon
additionally i like see LOTs of weak weapon stack to deal MORE damage than a single uber weapon
Reason:-
firstly it make armour more viable option to choose, sure lots guns mean more damage overall, but big guns befit more for pentration
example 1 -
Ship A = 25 guns each do 1 damage each for total 25 damage, no armour
Ship B = 2 guns each doing 8 damage each for total of 16 damage, no armour
In this example the 25 gun ship will own outright due to superior firepower
example 2 -
Same weapons as about, but now both have 1 armour
in this example Ship B will own outright, reason being that even tho Ship A has more firepower, most of its weapons will bouce off the armour of the other ship (1 Damage vs 1 Armour), meanwhile the ship with big gun will puch right through as if the armour was not there (8 Damage vs 1 Armour)
ok, so you prob think it best to go big gun with armour right?
No not always the case, this is where it gets more stratigic read on...
Fighters
Fighter should be small and weak and can only be built in squadrons as opposed to singular ships
A squadron should compose of about 6-12 fighters each with 1hp each and no armour
Due to size there easy to replace so ship auto get replaced based on 'repair' rate
Fighters are like insects, alone there nearly useless, but in mass they are deadly, esp in right situations
example 1 -
Ship A = 25 guns each do 1 damage each for total 25 damage, no armour
each fighter has 1 hp, each weapon is individual, assuming all shots hit (read later) Ship A could destroy 25 fighers in a single round, thats a LOT of fighters going down
example 2 -
Ship B = 2 guns each doing 8 damage each for total of 16 damage, no armour
Ship B does lot damage but only 2 guns, meaning it can only kill 2 fighers in single round, its gong to be a long fight, esp if lot fighters, in this situation fighter have a hugh advantage (think Deathstar heehee)
Advance Stratergy
the above example alone add lot stratgic depth while keeping things simple, you obvoiusly be want ships with the uber weapons to quickly take out any heavily armoured capital ships, and you also want to have some ships with LOTS of weak gun for dealing with fighter fleets or unarmoured targets
these features alone would greatly enhance gameplay and combat, and i like hear peoples thoughts on that system alone...
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Now i getting little more complex, not everyone will like following ideas perhaps but i bring it open to discussion
Fighters Tatics
In my opinion fighter are differnt type of ship entirely, wher as most ship glide through space firing off weapon banks in all direction, i see fighter as much more like out modern aircraft, zipping around at high speed relying pury on agilty to out manuver the enermy, in MOST cases 1 hit means certain death
for this reason i like to introduce a new concept unique only to fighter ships, 'Evasion'
Basically when a fighter is fired upon, reguardless of the weapon, the fight makes a 'Evasion' test, if it succeed it lives, if it fails it dies, that simple
If it succeed it simply represnt the ship dodge the attack, or out manuvered the missile
I say 2 catagorsy of fighter
Light = 60% Evasion
Heavy = 40% Evasion
Heavy fighter have more firepower but less manuverable
Fighters Experiance and Technology
Becuase fighter dont have hp anymore, they cant benfit from experiance in same was as larger ships, we can easily correct this by adding directly to the evasion skill, more experaince a fighter is more like he is to dodge (think luke skywalker lol)
In addition to experence, technogy can improve evansion technique by inproving the fighters directly, or by addtional hardware options (strath drive that allow to litterally side step)
I would allow evasion to exceed 100% but cap at maybe 125%, but it should be no easy task to get that good, ill explain more
With high evasion we need something to counter it and we have 2 options...
Option 1:- Fighter evasion values cancel out each other
Example:
Fighter A has Evasion 60%
Fighter B has Evasion 40%
60-40 =20%
If fighter A fire at fighter B, then fighter B has no chance to dodge (or maybe a 2% minimum to represent 'luck')
If fighter B engages fighter A, then Fighter A gets a 20% evasion bonus
Option 2: Tracking Technology
Fairly strait forward here, tracking technogy is used on bigger ships to track small fast moving targets like fighter, this aid the weapon systems making the shot hard work to evade
Tracking system have rating which cancel out evasion in simlar way as explained above
Example 1-
Ship has tracking 20% vs a Fighter with 60% evasion
this means the fighter would only have 40% chance to evade
Example 2-
Ship has tracking 80% vs a Fighter with 60% evasion
this means the fighter has no chance (or the 2% minimum chance) of evdading the attack
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I personally this this concept idea would add even greater depth and perhaps make battles feel more epic due to larger number ships (as result of figher 'squadrons' as opposed to singular fighters), i dont think the evasion with over complicate things, it might seem complicated at first but it really very simple design.
Exact number maybe open to discussion mind, i onlt laying down idea for people to comment and add there own thought and opinion, so please fee free to say what you think
Anyway, i best leave it there for now, i lots more ideas but i dragged on long enough lol