Probably in case a nuclear weapon gets detonated into the middle of the fleet, thereby rendering your nation without a fleet anymore.
- Things to loose. -> To not be at the place the enemy attacks "in time" is not a problem, if you do not loose anything if you don't. If they bombard you evily enough you may loose a pop,... thats terrible, but no problem for your empire. Mining stations also are rebuild quickly and you've got a ton of them. But if attacks would bring you unrest, would destroy tiles on a planet (make them tile blockers that are very time-consuming to clear) and if planet blockades would seriously hurt your economy, then the enemy doesn't have to win the big doomstack-fight to win the war. He would wear down your economy and take the planets that are far away from your doomstack.
I think this is 99% of the problem.
Even economic harm isn't really a tactic because wars don't tend to last long enough. Unless it's super early game I'll usually have lots of energy and minerals stockpiled. So if he tries to bleed me dry and I doomstack him, I'll have wiped out his fleet long before attrition becomes a problem. And the winner, even if in rough shape, is still the winner.
As someone said elsewhere, the only thing worth attacking is the enemy fleet and the only thing worth protecting is your own. What else is there? Expensive damage, pops, unrest, economy, that's all stuff for after the war. It doesn't kick in fast enough to change the outcome: if I split the fleet to go after his economy he'll pick my ships off in detail. Maybe his empire is in ruins, but he still won.
Alternative targets would have to have a near-immediate impact on the enemy's ability to fight. Either:
- Warscore, so that before he can pick off your split fleets you'll run up the points and win. In this case a doomstack still wins tactically but becomes sub-optimal because it loses strategically. It's just too slow, the war is over before he can bring that overwhelming force to bear.
- Tactical necessity, so that your fleet gains an advantage over his. In this case a doomstack will lose tactically, because somehow taking out that target allows your smaller fleets to destroy his larger one. (For example, if taking out three targets collapsed his fleet supply and crippled the doomstack overnight. Or if without lythuric gas, shields don't work at all. Just hypothetical examples.)
Things to lose would be numbers 1 through 50 on my list of doomstack fixes. And they need to be things that you need in order to carry on the fight right away, not stuff that you'll have to rebuild down the road. Otherwise the balance will stay as expensive rebuild vs. immediate tactical advantage, and the player who goes for the immediate advantage wins every time.
I'd say it's Number 2. Number 1 is Speedy FTLs, which itself is a complex problem that will probably take a combination of FTL rework, giving space more interesting (i.e. obstructing) "geography" and improved/overhauled static defenses. If you can create the reliable possibility of someone being able to invade a planet in a decent-sized empire or federation that has all their ships in one part of space before they can respond, you've created a situation where the doomstack loses strategically.
Again though, that's #1, #2 is absolutely making is so your navy isn't for all intents and purposes the only important asset in warfare.
I think this is 99% of the problem.
Even economic harm isn't really a tactic because wars don't tend to last long enough. Unless it's super early game I'll usually have lots of energy and minerals stockpiled. So if he tries to bleed me dry and I doomstack him, I'll have wiped out his fleet long before attrition becomes a problem. And the winner, even if in rough shape, is still the winner.
As someone said elsewhere, the only thing worth attacking is the enemy fleet and the only thing worth protecting is your own. What else is there? Expensive damage, pops, unrest, economy, that's all stuff for after the war. It doesn't kick in fast enough to change the outcome: if I split the fleet to go after his economy he'll pick my ships off in detail. Maybe his empire is in ruins, but he still won.
Alternative targets would have to have a near-immediate impact on the enemy's ability to fight. Either:
- Warscore, so that before he can pick off your split fleets you'll run up the points and win. In this case a doomstack still wins tactically but becomes sub-optimal because it loses strategically. It's just too slow, the war is over before he can bring that overwhelming force to bear.
- Tactical necessity, so that your fleet gains an advantage over his. In this case a doomstack will lose tactically, because somehow taking out that target allows your smaller fleets to destroy his larger one. (For example, if taking out three targets collapsed his fleet supply and crippled the doomstack overnight. Or if without lythuric gas, shields don't work at all. Just hypothetical examples.)
Things to lose would be numbers 1 through 50 on my list of doomstack fixes. And they need to be things that you need in order to carry on the fight right away, not stuff that you'll have to rebuild down the road. Otherwise the balance will stay as expensive rebuild vs. immediate tactical advantage, and the player who goes for the immediate advantage wins every time.
Here's how I see it playing out. Let me know where you think I'm wrong:
FTL is set to some slower rate and I get attacked. Not knowing where the hammer will fall, I split some of my fleets up defensively but the enemy still doomstacks. He picks off the defensive fleets because no one can reinforce each other, then makes his way through my planets.
Alternatively, if I'm on the offensive, I have to decide whether to attack with a split fleet or a doomstack. But if I split the fleet and one of his defenses surprises me, I can't reinforce in time. So instead I consolidate, knowing that I can then smash through each individual defense force one by one then take his worlds at will once his fleet is destroyed.
Third option, a mix of offense and defense. I split half my fleet among my planets, and take the other half to war. The enemy doomstacks in and picks off my defense fleets. He can then take planets at will, because he has twice as many ships in my empire as I have in his (and even if I could get back in time to defend, my fleet would be half his size).
snip
Which leads me to a question who's answer I hope to inspire discussion concerning our space navies and maybe help reveal a natural solution to doomstacks if a solution is even needed.
Why don't real world navies put all of their ships in a single fleet?
The answer? 40% of most modern navies are made up of Support craft and these ships have little combat effectiveness over-all. In Stellaris "every" ship built is a fighting vessel.
P.S. And the Nuke problem too I suppose.![]()
I might be in a minority here, but I dont think that the problem with doom stacks is the stacks themselfs. The problem as I see is that the most important target in a war by far, is the enemy fleet, and the only way to protect you fleet is to make it bigger.
Thus doomstacks are a symptom of a larger problem and I dont think arbitrary size limmits will solve that.
I don't entirely disagree, there'd be value to the "but if they attack Earth we could never get back there in time!" And making geography and defense more interesting would be great.
But on its own I think slower FTL would actually exacerbate the problem. If my fleets move too slowly to reinforce each other I'll have absolutely no choice but to stack them together. Otherwise, any single fleet would be a sitting duck for a major force.
Here's how I see it playing out. Let me know where you think I'm wrong:
FTL is set to some slower rate and I get attacked. Not knowing where the hammer will fall, I split some of my fleets up defensively but the enemy still doomstacks. He picks off the defensive fleets because no one can reinforce each other, then makes his way through my planets.
Alternatively, if I'm on the offensive, I have to decide whether to attack with a split fleet or a doomstack. But if I split the fleet and one of his defenses surprises me, I can't reinforce in time. So instead I consolidate, knowing that I can then smash through each individual defense force one by one then take his worlds at will once his fleet is destroyed.
Third option, a mix of offense and defense. I split half my fleet among my planets, and take the other half to war. The enemy doomstacks in and picks off my defense fleets. He can then take planets at will, because he has twice as many ships in my empire as I have in his (and even if I could get back in time to defend, my fleet would be half his size).
I don't see a situation where a spread out defender beats a doomstack, nor an advantage to trying. The only alternative is if both players send everything they have at the other guy's territory. Then, since no one can get back in time to defend, it's just a race to see who can run up warscore the fastest.
I think static defenses absolutely should be improved and made relevant, but if anything they'd just doomstacks more necessary. They would create a minimum fleet strength to take the system. My best response to that currently is simply overwhelming force.
At least, that's my take on it...
Interesting, I just came here to show a mod I found that makes bombardment a lot nastier, making leaving your home worlds undefended much more costly, and by proxy, discourage doomstacking. This mod seems really promising to try that idea out and see if it has merit. http://steamcommunity.com/sharedfiles/filedetails/?id=844499510As has been mentioned, it appears the best solution to doomstacking is by increasing the risk of leaving worlds undefended rather than creating hard or soft caps to fleet size.