Agreed, although I don't see the logic on Issue Four. It seems like stronger starbases would contribute more to doomstacking rather than the other way around.
One easy way around this, is too allow starbases to become sieged as well. Fleet stays outside of the bases engagement ranges, and over time the starbase loses strength, until it surrenders.
It's basically cutting off supplies, fuel, food, etc. for the people on that station. This would allow you to get past them, without having to directly have the fleet power to take it out.
This way bases CAN be exceptionally powerful, and if you use the correct tech, and civic focuses even become more powerful than your fleets, without creating a need for doomstacks to exist.
I don't understand why PDX hasn't thought of this as a fix since they literally have 2 other games that have this system, and it works very well. (Crusader Kings, and Europa).
I think issues one, three and five are all related. We have doomstacks because the map forces ships into a funnel, and because there's no better way to attack or protect a fleet than by concentrating your forces. Personally, my take on fixing it would be:
- First, get rid of the chokepoint system altogether. I can't understand why they built this in the first place, since it is virtually custom-designed to force players into using doomstacks.
I disagree with this entirely.
Chokepoint system is not bad, and it theoretically does make sense to have lanes. (Hell our planes have lanes in the air to avoid collisions, and despite how vast and open the sky is, planes still hit each other somehow.. even out in the middle of nowhere.)
I'd prefer to see a "gate" system at each chokepoint though, similar to EVE Online, where you're using the gates to jump, rather than the ships themselves. This would help lend to the credibility of the "lanes".
That being said, Chokepoints are a necessity for defense because of how this game plays out, and how the mechanics are. There are PLENTY of ways to balance this out, like my example above about letting bases be able to be sieged.
Chokepoints also eliminate logistics or infrastructure from play. We do already have some infrastructure with anchorages, shipyards and trade bases. They are well worth defending, and fairly valuable in theory. The problem is that none of them matter in practice. Thanks to the chokepoint system, if the enemy is in a position to hit your anchorages and shipyards it means they've already essentially won the war.
Which would become even more problematic by removing "chokepoints", and eliminating chokepoints isn't even going to fix the issue, but compound the problem.
Example: I have a trade base, and trade lanes. I use the chokepoints, and lanes to setup several bases to "slow down" the enemy. Which they do. They are road bumps, to give my fleet enough time to get there before I lose my trade lanes, and trade bases. Is this always possible? Of course not, but that's where proper planning, and dealing with the RNG the game gives you. (It's part of what makes stellaris fun). Yes it didn't stop them outright, but I had options to slow my enemy down.
Your Example: There are 90 ways to sunday to get to my trade bases.. I can't possibly build enough bases to close all the gaps, and they just go around my stuff to hit my base directly immediately...
How exactly is that better?
- Second, eliminate fleets from war score and war exhaustion entirely. Right now, the fleet is the only thing in a war that matters. You can take half their empire, but war score/exhaustion barely moves if they still have their fleet. So you're always best off using the fleet to protect itself and target the other player's fleet.
Simply.. No.. I don't want to lose a war when I have options available to win. Nor would your people accept a loss when your more than able to defend yourself.
This warscore style allows several things to happen:
1) It forces the enemy to actually win. Not just blitz the objectives then gg I'm out immediately.
2) It gives you time to cross huge expanses of space if someone suddenly declares war on you when your fleets are otherwise engaged on the other side of the galaxy.
3) It's a reflection of the peoples willingness to fight. Not just whether or not the enemy succeeded in their objectives. (Just ask Germany about the French, Polish, Czech and many other uprisings during WWII. Just because Germany succeeded in their war plans against them doesn't mean the fighting is over and pack up).
As long as that's true doomstacks will always be the right move. Instead, your fleet needs to be how you protect the things that matter and how you take them. Losing a war with your fleet intact, because the enemy has taken too many of your systems and planets to keep going, that just means you used that fleet badly.
Again, there are MANY ways to break up doom stacking.
1) Make Admirals have limited fleet numbers. HOw many ships those Admirals can actually command effectively. Going above this cap decreases their effectiveness. (This is done in HOI to great effect, to stop "doom stacking" in that game, by having your #1 best general command everything).
2) Have logistics required to upkeep fleets, and the costs and amount required increase the further you go away from your planets, and bases. Have this per system. So all your fleets in 1 system are going to require far more than if you had them split up amongst other systems.
This also makes it so pushing farther away from your bases/planets will require you to split up your fleets a bit more if you really want to push deep into enemy territory.
- Third, tie logistics to fleet strength. Right now logistics exists in the form of anchorages and fleet capacity. The problem is that this only affects fleet maintenance costs. Given how broken the Stellaris economy is post-2.2, any midgame empire has far too many resources for that to matter even if you could target those anchorages (which again, thanks to chokepoints, you can't).
This I agree with. Though, not the argument to why chokepoints is a problem. You shouldn't be able to just yolo their anchorages, but fleet capacity, and logistics needs to be much more in depth. (Like some of my points above)
In addition to anchorages, we also need infrastructure targets that reduce or eliminate a fleet's ability to fight. This would split the player's incentives. Offensively, if an opponent concentrates their forces you could split your fleet and attack their infrastructure. Defensively, it would give you a reason to split your forces between attacking and defending fleets. {/quote]
You can already do this.. The problem though is the abysmal balance in this game.. It's far too fast and easy to repair your fleets, so "bigger fleet always wins" ends up being what happens.
This can be fixed by simply making repairing, and costs of repairing significantly higher, where those speeds are extra punished the larger the ship is.
This would make small nimble fleets for hit n runs and destroying resources and mining area's a real strategic option.
By making planets, and bases much more difficult to crack (and allowing bases to be sieged), you now create reasons for different types of fleets.. Small fast fleets to hit n runs that will actually have a real impact on the war, as well as having defensive small fleets to counter those fleets.
Large, heavy fleets with heavy weapons to base sieges, and planetery sieges, and mid sized rear fleets incase an enemy fleet shows up to engage the sieging fleet.
Now you've effectively broken up the doom stacking.
(Also make it so only Battleships and higher with appropriate weapons installed actually be able to bombard and lower the planets siege score.)
- Fourth, dramatically reduce most ranges, such as for trade bases and sensors. Stellaris is smaller than it thinks it is. Even a radius of three or four hops can cover most of a mid-game empire by the time you've calculated out all of the connections. As a result, instead of a network of vulnerable economic nodes or sensor stations, an empire can build one or two of these assets and protect them.
This again I actually agree with you to an extent. Though I'm hoping the new awesome Intel, and espionage stuff will really help to making the galaxy of stellaris more of a ? for more of the game, and keep it more interesting.
I
nfrastructure with a range needs to be reduced to the point where an empire needs to build and defend networks, so that attackers have a logistics network to destroy. Otherwise, again, these targets will be mostly theoretical. It's a good idea that players can cripple an opponent's economy by striking their trade network, for example, but when that trade network is mostly collected by a single, central base, it doesn't matter much in practice.
Again, I actually agree with you here, but your suggested idea's to fix this problem actually make it all far worse... You can't have "Defended networks". Ultimately you're wanting "chokepoints" aka "networks" without actually having them.. You can't have your cake and eat it too.