Using a doomstack is a simple matter of sending all your troops (or, in Stellaris, ships) for the thing you want most immediately. There is no real strategy to this. Just take your pre-prepared large horde of ships, all designed for the same kind of engagement since there's only one kind, and throw them at the problem. That's not to say that there can't be strategy involved in related systems, but the doomstack itself is strategically dismal. There's no question of how to divide your forces (don't) or where to deploy them (where the most damaging enemy is) and no swing to wars (doomstack is dead? The rest is cleanup). Compare it to actually strategic games...
Well, why am I talking about this now? Stellaris is like this, and so are a lot of 4x games. Stellaris has only one mechanic that really works against doomstacks - wormholes, which take longer for longer fleets and therefore take so long to move a doomstack that it may, situationally, be more useful to not do that. But now that's being scrapped.
And while I'm not against changing the FTL in theory, a lot of the changes described so far are very much encouraging doomstacks.
I mean, let's take a look at from both sides.
The big feature of the latest dev-log is defensible chokepoints. So... What's that good for? First of all, from a defensive perspective, it means you've got defense taken care of in a static manner, so that's one less force deployment question. No (or at least, greatly reduced) need to dedicate forces to defense. And on the offense, you've got fewer avenues of attack and unless you've got a jump drive you've not really got any way to deal with the ambush laid for you except to forcibly break through. And that means you need your whole fleet. Because there's only two ways to balance defense: As a significant challenge for everything that can be thrown at it by an equivalent-strength empire (necessitating doomstacks) or as something less than that (meaning it becomes easy to just roll right over it if you do built a doomstack) and it's pretty obvious what Paradox is leaning towards.
So, defensively, there's no need to have multiple forces, and offensively, there's far less reasonable ability to. On top of that, there's also less need, because of star bases. With the new starbases, you can make shipyards all in relatively few systems, which reduces the number of targets that are militarily valuable to destroy.
So... With the announced changes, there's less reason and less ability to meaningfully divide your forces, and doomstacks, already prevalent, are aimed to be the law of the land. Now, there's a lot of changes that we haven't been apprised of - maybe the size delay from wormholes will be added to hyperlanes and movement will be slowed in general so deployment position matters despite all this. Unifying FTL does open up some design space for that kind of thing. But so far the thrust of the change is pretty clear. And I gotta say, making wars less deep is really not what I think Stellaris needs.
tl;dr: Announced changes for Cherryh encourage doomstacks which decrease strategic depth of the game.
Well, why am I talking about this now? Stellaris is like this, and so are a lot of 4x games. Stellaris has only one mechanic that really works against doomstacks - wormholes, which take longer for longer fleets and therefore take so long to move a doomstack that it may, situationally, be more useful to not do that. But now that's being scrapped.
And while I'm not against changing the FTL in theory, a lot of the changes described so far are very much encouraging doomstacks.
I mean, let's take a look at from both sides.
The big feature of the latest dev-log is defensible chokepoints. So... What's that good for? First of all, from a defensive perspective, it means you've got defense taken care of in a static manner, so that's one less force deployment question. No (or at least, greatly reduced) need to dedicate forces to defense. And on the offense, you've got fewer avenues of attack and unless you've got a jump drive you've not really got any way to deal with the ambush laid for you except to forcibly break through. And that means you need your whole fleet. Because there's only two ways to balance defense: As a significant challenge for everything that can be thrown at it by an equivalent-strength empire (necessitating doomstacks) or as something less than that (meaning it becomes easy to just roll right over it if you do built a doomstack) and it's pretty obvious what Paradox is leaning towards.
So, defensively, there's no need to have multiple forces, and offensively, there's far less reasonable ability to. On top of that, there's also less need, because of star bases. With the new starbases, you can make shipyards all in relatively few systems, which reduces the number of targets that are militarily valuable to destroy.
So... With the announced changes, there's less reason and less ability to meaningfully divide your forces, and doomstacks, already prevalent, are aimed to be the law of the land. Now, there's a lot of changes that we haven't been apprised of - maybe the size delay from wormholes will be added to hyperlanes and movement will be slowed in general so deployment position matters despite all this. Unifying FTL does open up some design space for that kind of thing. But so far the thrust of the change is pretty clear. And I gotta say, making wars less deep is really not what I think Stellaris needs.
tl;dr: Announced changes for Cherryh encourage doomstacks which decrease strategic depth of the game.