If, as you said yourself, this is a GAME, then there is no reason why a fleet should have a size limit in the first place. Specially when the game offers such an obvious loophole such as allowing you to make an unlimited numbers of fleets to follow each other.
And how the most senior commanding officer NOT being able to command the fleets you ORDERED TO FOLLOW AND SUPPORT HIM makes, as you said yourself, sense in the context of the game?
What about formations?
Hard limits is something we'll change to soft limits if it turns out to be a pain to play with. The advantage of hard limits is that it's clear and straightforward, but it risks being a hassle when you have to split off a couple corvettes to fit another battleship, etc, so that's why I said we're undecided about it.
Well, it LOOKS like they tried to address doomstacking via three distinct changes. They added a combat modifier to smaller fleets to allow lopsided battles to be more costly on both sides.
They added an automatic withdrawal system so that it's easier for the losers of those battles to recover after a defeat.
And they added a force limit system that prevents admirals from supporting an unlimited number of ships
The third option seems to only be there to remove a way in which the "Doomstack" becomes the mathematically most effective way to deploy ships.
I appreciate the thought you put into your answers. It was refreshing.I hope that helped.
The proposed solution will force the larger fleet to suffer casualties and war exhaustion in a way they do not currently. It will also allow the loser of a large scale fleet engagement to recover from their defeat and then consider an alternative means of fighting the war that may allow them to minimize their losses.
But here's something I don't think you understand. The problem with doomstacks isn't that the big doomstack always wins, it isn't even that the surest way to win a naval battle is to bring all of your ships. Both of those things are actually fine. The problem with doomstacks is that players had no strategic recourse against a doomstack. Now we do.
What I disagree here, is that the announced changes have solved, in any way, the doomstack problem. I can still put all my ships into one place and send them as one against the enemy: I just need more clicks and more occupied space in my "Fleets" tab.
Very questionable:
The disengage system? Also works for the Doomstack owner, so he can just replace some of the damaged fleets form the primary one and send them home with one of the following fleets.
As for the loser of the engagement? He still lost more ships and almost certainly can´t compete with the doomstack owner capacity to replace said losses.
EXACTLY!
You have just given and excellent reason why "sending a smaller fleet elsewhere in enemy territory while their doomstack rampages in yours" is NOT a viable option in the new version of the game.
Which (again) begs the question: How has the doomstack problem been solved?
Assigning work to volunteers over several days is a bit different than to direct a battle.What goes on in your head is of no concern to me... again... at the last big flood there were tens of thousands of Volunteers at work...
So yeah, with 50 Year old tech we could manage all of them quite nicely and without a hitch.
There is no logical or technological reason for such a Hard Cap.
Depends on how small of a fleet... But if enough to actually capture the starbase, then it's a very viable tactic if you heavily outnumber the enemy. Attacking an undefended starbase is a hell of a lot better than attacking one guarded by a buffed fleet.
And how have they solved Doomstacks? They havent, you cant really fully "solve" the doom stack problem. You can only mitigate it. Which is what exactly they have done. You will still generally lose against an overwhelming force. But now you can make this win very expensive for them and possibly reduce your own losses.
Why should an attacker that started out with more ships, and thus in all likelihood has the larger economy, have greater difficulty reinforcing their fleets than the defender who is about to lose one of their few shipyards? Just because of distance? A factor we already have right now?
Keep in mind that the Cherryh update will also introduce limits to how many starbases you can have. Which is a great change as it will deepen the strategic element of wars by designating obvious priority targets.
It will also massively reduce a weak defender's chance to recover. This in itself also is not bad as it cuts down on how long it takes for an already obvious conclusion to a conflict to result in a peace treaty. But it doesn't change that doomstacks are kinda unrealistic and make wars less fun.
Warfare in Cherryh: Send doomstack to cripple enemy fleet production, either forcing the smaller fleet to get broken up as well or stand by the sidelines and do nothing to get hunted down later.
And if the enemy sends a fleet to attack your bases? Just split off a fleet just big enough to deal with them, then keep on hammering. If this is even necessary, considering how starbases will be buffed...