Re: Balancing Defensive Bonuses
The modifiers all add, with a base To-Hit of 100% at range zero.
Your net difference in To-Hit modifiers is +60% defense.
That leaves 40% at point blank. By using escorts, you could drop the enemy's To-Hit to the minimum, 1%.
By using one of the weapons with a bonus, say WMG, the enemy will have 30% To-Hit at point blank.
What your opponent will likely do is use mines, missiles, and ramming ships to overcome the defense bonus. All have guaranteed hits.
Fighters get a significant To-Hit bonus as well, and may be useful.
Fixes:
1) Just increase the base To-Hit in settings.txt from 100 to 130 or something.
2) No. That is 80kt of space to get +30% defense. It is already weak enough.
3) I have made my training facilities only add 1% per turn. Reinforcements take 2 years to finish training.
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Things you want:
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