I posted this a few days on steam and wanted to see what other thought of the idea.
I've been playing Stellaris for a while now, mostly on my other account. I love the game. I can't imagine playing anything else for a long time.
However, the one element I don't like is the fleet management. It seems, during war time, all you need to do is get all your ships together, defeat the enemy fleet and then just bombard their planets until you get 100% warscore.
Once their main fleet has been wiped out, there is normally no threat.
I've done this several times and won all my wars without trouble.
This isn't very fun and because of the power system, it makes defence structures pretty obsolete very quickly and wars very mundane.
Therefore, I was playing with some ideas and came up with this idea about minimising the fleets, but adding in variety to make fleet management a little more challenging and wars more tactical.
First off, I would base fleet sizes not on the 1000 cap as it is at the moment, but on a progressive scale based on admiral skill, traits and technology.
This is how I worked it:
Base Levels:
No admirals = 16 fleet size.
1 star admiral = 32 fleet size
2 star admiral = 48 fleet size
3 star admiral = 64 fleet size
4 star admiral = 80 fleet size
5 star admiral = 96 fleet size
Technology:
Logistics: +8 fleet size
Advanced logistics: +8 fleet size
Super logistics: +8 fleet size.
Admiral Traits:
Quartermaster: +10% fleet size
Legend: +5% fleet size
Tyrant: -5% fleet size
Unorganised: -10% fleet size
Therefore, fleets would be smaller, but more numerous. Adding a new fleet management dimension.
This system can offer balance. The maximum fleet size for a level one admiral is 84 while the minimum for a level 5 admiral is 81. Therefore, every admiral has a chance in battle should the conditions be right.
This system would make wars more challenging as one battle doesn't decide a war. You would need to consider fleet placement, movement and long term strategy to effectively win. It would also make a nice RPG element, controlling the careers of your admirals.
I would also propose that ships take twice as long build, so losses aren't so easy to replace.
Had some feedback, here is my response to that.
How would this be changed? Admirals can be bought now for a small amount of influence. The challenge will be whether you have admirals, governors, generals or scientists. Though as you discover more technologies more leaders can be recruited.
Admirals currently level up via combat, which is fair enough. Though traits can be gained just by having them scout systems. So there is no reason why the traits can't be added into the algorithm there.
In my current game, all my Admirals are recruited at level two. With technology, the starting level could be increased to level four and there is no reason why level five admirals couldn't be spawned with the correct species makeup, technology, etc.
You don't need to avoid it. Players and the AI are free to move their fleets whereever; however, those that do megablob leave their borders open to those who operate multiple fleets in a nation to destroy economy and bombard planets. This is part of the additional strategy options you will have.
In addition to the worry for hyperlanes, these would be negatively affected as defence platforms become more effective and players may need to fight their way into a system. Considering that chasing down hyperlane users is a pain and I've spent many an hour chasing them across the galaxy just for them to be a system a head of me.
But wormhole users might need to build more than one station in certain high traffic systems to stop bottlenecking - but they would also gain speed as larger fleets take longer to move.
Warp users would not be affected as far as I can see.
What are your thoughts?
I've been playing Stellaris for a while now, mostly on my other account. I love the game. I can't imagine playing anything else for a long time.
However, the one element I don't like is the fleet management. It seems, during war time, all you need to do is get all your ships together, defeat the enemy fleet and then just bombard their planets until you get 100% warscore.
Once their main fleet has been wiped out, there is normally no threat.
I've done this several times and won all my wars without trouble.
This isn't very fun and because of the power system, it makes defence structures pretty obsolete very quickly and wars very mundane.
Therefore, I was playing with some ideas and came up with this idea about minimising the fleets, but adding in variety to make fleet management a little more challenging and wars more tactical.
First off, I would base fleet sizes not on the 1000 cap as it is at the moment, but on a progressive scale based on admiral skill, traits and technology.
This is how I worked it:
Base Levels:
No admirals = 16 fleet size.
1 star admiral = 32 fleet size
2 star admiral = 48 fleet size
3 star admiral = 64 fleet size
4 star admiral = 80 fleet size
5 star admiral = 96 fleet size
Technology:
Logistics: +8 fleet size
Advanced logistics: +8 fleet size
Super logistics: +8 fleet size.
Admiral Traits:
Quartermaster: +10% fleet size
Legend: +5% fleet size
Tyrant: -5% fleet size
Unorganised: -10% fleet size
Therefore, fleets would be smaller, but more numerous. Adding a new fleet management dimension.
This system can offer balance. The maximum fleet size for a level one admiral is 84 while the minimum for a level 5 admiral is 81. Therefore, every admiral has a chance in battle should the conditions be right.
This system would make wars more challenging as one battle doesn't decide a war. You would need to consider fleet placement, movement and long term strategy to effectively win. It would also make a nice RPG element, controlling the careers of your admirals.
I would also propose that ships take twice as long build, so losses aren't so easy to replace.
Had some feedback, here is my response to that.
And how we will purchase admirals?
How would this be changed? Admirals can be bought now for a small amount of influence. The challenge will be whether you have admirals, governors, generals or scientists. Though as you discover more technologies more leaders can be recruited.
How we will level them?
Admirals currently level up via combat, which is fair enough. Though traits can be gained just by having them scout systems. So there is no reason why the traits can't be added into the algorithm there.
In my current game, all my Admirals are recruited at level two. With technology, the starting level could be increased to level four and there is no reason why level five admirals couldn't be spawned with the correct species makeup, technology, etc.
How you will avoid to stack several fleets in megablob? Ban more then one fleet inside system? But that will kill hyperlines completely.
You don't need to avoid it. Players and the AI are free to move their fleets whereever; however, those that do megablob leave their borders open to those who operate multiple fleets in a nation to destroy economy and bombard planets. This is part of the additional strategy options you will have.
In addition to the worry for hyperlanes, these would be negatively affected as defence platforms become more effective and players may need to fight their way into a system. Considering that chasing down hyperlane users is a pain and I've spent many an hour chasing them across the galaxy just for them to be a system a head of me.
But wormhole users might need to build more than one station in certain high traffic systems to stop bottlenecking - but they would also gain speed as larger fleets take longer to move.
Warp users would not be affected as far as I can see.
What are your thoughts?
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