Doomstacked Doomstack Doom-Thread: ReDoox

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chegitz guevara

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Well yeah but major campaigns didn't charge 2 million people across a 5km wide front and charge directly at the enemy capital, then clashed with the enemy 2 million people and effectively ended the war in two weeks depending on who won that one big battle...

Maybe not two million, but in dark ages/medieval Europe, wars were often decided in one battle, say, the Ottoman doom stack v the Hungarian one, or Crecy and Agincourt. The Battle of Midway was a battle of doom stacks. The Battle of Jutland also.

Basically, the game needs to give us a reason not to concentrate force into one spot.

Frankly, as the game is now, space battles should count a lot more in victory points, because once your fleet is smashed, that's it, you're at their mercy (or vice versa). Though, in one of my earliest games, pre 1.4, my warp 1 capable corvette fleet overpowered and wrecked an enemy balanced fleet of much greater power. But the ai empire was in another spiral arm, so I couldn't press the advantage, it rebuilt and came back at me, and eventually I lost.
 

Carl_Bar

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Apologies for taking a few days getting back to you, spent a day bingeing, and then the last 24 hours i seem to have done nothing but sleep, maybe i caught somthing, i don't know. Ughhh. Pardon me for going at this in reverse order.

Just because the mechanic is not intended to be used that way, doesn't mean it wouldn't be used that way. And that's the biggest problem with this system. The mere fact that you can do it means you will use it to your advantage. I'm assuming you leave the standard maintenance cost as it is now, so each ship still has a maintenance cost, just going over the limit doesn't tax your economy disproportionately anymore. This will lead to people massively overbuilding their force limit during peace time and during war invest something like, let's say influence or energy to raise their force limit as high as they need to and simply employ a blitzkrieg tactic going straight for the spaceports. As they lose ships they still have their mineral income to replace those losses, if they even need to. Even if they would have to go negative for a short while, it would be worth it because of how much they save due to a much shorter war with much lower losses. Or is anything I said there wrong? During mid game I easily have a mineral income of a few hundred and similar energy income, my influence is mostly near the maximum, I can afford to spend 10 influence per month to raise my fleet cap or spend a few hundred energy on it for a short time. And I don't need much time with this strategy, not if I'm on the offensive against the AI. And just think how that system would get used in multiplayer, who ever is better at managing his fleet cap will have a huge advantage over the others. Either that or someone figures out how to make a mod that does it for him.

And now i know you haven't understood the system i proposed in the slightest.

Let me explain what's wrong with this, i feel like i've done this a few times allready though.

1. So you shove your supply cap up massively. So does your opponent, (exactly as is intended, this is what your supposed to do).

2. So you start blitzing his spaceports. In the time its taken you to move out of your system and cooldown after the jump, kills the space station that snared you, (now buffed so not trivial unless you doomstack, which limits how many systems you can kill at once), then moved through the system to each the spaceport, then moved back to system edge and then charged up and jumped he's had anywhere from a month and a half to 2 months plus to build up. Even at 20% build rates, (which i said would probably be woefully insufficient), he could have built a pretty ridiculous amount of fleet power and supply cap worth of ships. He'll need a bit of time to concentrate them, but your only in his border systems. You can't hit more than his 2nd tier systems before he gets his equally big, (or since your going deep he can build bigger on the same cap), fleet into you).

3. You've sat around with all that maintenance for all those years on the fleet you could have built on spec. Well done you. Your opponent has probably outgrown you with his better economy and contrary to what i said above in point 1 they can actually afford a bigger supply cap than you meaning not only can they build a fleet that cna stop your blitzkrieg, but they have the cap to afford to send that fleet to take your border systems. Which forces you to downsize, which means he can attack you 2nd tier systems with a smaller force and still have the advantage, repeat ad infinitum till you lose.


The whole point of the system is that our supposed to keep supply and leet sizes small before the war, but as a side effect of making ships quick to replace, (so fleet deaths aren't particularly decisive unless they lead to planet deaths, and you've got enough of those they shouldn't decide wars on any one planet loss, yes tall will need some helping factors IMO), you can surge to full war fighting capability quickly enough that movement speeds of fleets especially with in system combat mean they can't do more than level the space infrastructure before you get built up and can start launching counterattacks. And the Buffed space defences and attrit losses from jump outs to heal up means unless your opponent has a firm starting econ advantage you've got a good chance of being able to force him to retreat from at least some of your systems.

Obviously early game when you both have like 4 systems and hitting any of them incurs at worst minor supply penalties it's not a big deal to blitz, soa strong standing navy is important. But later on trying it just won't work because your opponent can react rapidly enough in production to your wardec to respond effectively unless you have a flat econ advantage. If you do, well you where going to win anyway so what does it matter.

Likewise is the opponent has a significantly smaller economy you can do exactly what you describe because even leveraging his stockpiles t go harshly negetive the opponent simply can't match you. but again that is exactly whats supposed to happen, you have to fight 10 year wars vs equal, and near equal, not against some little bitty empire a quarter as powerful as you.


Well, if you can call that AI sure, it can handle that, the logic for that is quite simple, a few additions and multiplications to determine which target gets shot at by which weapon, it calculates a value for each valid target biased towards the current one and picks the highest number. All the information is available for modding. It also taxes the CPU quite extensively, which is why the game simulation is slower during large battles. The distance calculations and how many resources it needs to invest is trivial, but the evaluation if it's worth the investment is not. The AI has no way of judging how costly a successful campaign would be, the main cost factors are time and losses, losses it can estimate to a degree based on fleet power comparison, but time is a lot harder. Right now, time isn't really an issue, only losses matter so the AI has an easy metric to judge likely success or failure.

Don't mistake simple logic for trivial on the processor. Lots of simple logic is generally a lot more taxing than smaller amounts of more complex logic. Or at least thats been my observation and what's come through from years of modding other games and dev comments on them. I'm not up on detailed processor instruction sets to confirm that from personal knowledge of the details.

Also the AI can totally be given the ability make those kinds of judgments, i didn't make the excel comment idly, whilst in my current sleep addled state i'd have some issues doing it on short notice i'm pretty confident i could write a set of IF functions to work out those factors and let the AI do the comparisons. And you can't shift the focus onto the economy, (which you've said is a good idea), without having to code the AI to work with that as a metric. But it's really simple to do from a math pov. It's coding that into actual computer code thats the pain

You keep insisting the AI can't do what it absolutely can. I just don;t get it, it's like stellaris is the only game you've ever played and are stuck with the idea that game AI's can't do simple basic arithmetic, which is all thats required). They can, other games have them do that all the time. Stellaris AI isn't as bad as it is because Game class AI's are inherently incapable of making the kind of decisions involved intelligently, it's bad because like many AI's it simply hasn't been coded to be very intelligent, it's a cost/benefit thing. You code the minimum level of AI needed to use a given facet of the game system at a minimum level of effectiveness then compensate the AI's poorer than human abilities with artificial buffs. It's less coding so cheaper and most players won't care enough to make it an issue from an end sales PoV.


No, micromanagement is the act of implementing large numbers of small decisions, speed doesn't factor in. The AI places pops automatically, if you rearrange them that is micromanagement, even if it is on a small scale and no big burden. Many people call for automatic exploration as the norm because manually queueing up systems to survey is micromanagement. In general, actions that have little value to do manually but cannot be left undone or at least not without it being a disadvantage are what is considered to be unnecessary micromanagement. And the option to manually convert resources into fleet cap is one such thing.

It would be a nightmare in competitive multiplayer, since efficiency is one of the deciding factors there, if it can give you an advantage to do it, someone will do it and the others would have to follow or lose. And in single player especially on higher difficulty levels it would be similar, each time you lose a ship in battle you would adjust the supply if you want a better chance to win, just to squeeze out a few minerals and being able to afford just one more ship, because over time that adds up and if the AI can do it perfectly, the player will be annoyed that he has to do it manually, if the AI doesn't do it perfectly, then it becomes easier to win if you do it, and there will be more complaints about stupid AI.

Remember where we started on this. You were arguing the AI couldn;t make such micromanagement changes and that it was bad at implementing decisions. AI's are freaking amazing at both of those. They're just really bad at making the decisions.

As for the MP. I still say the inherent econ advantages would drown it out in most cases, nor am i balancing heavily for the competitive MP environment, Stellaris just isn't built for that so it's a strictly tertiary concern because it's never going to be a good game for that. This is somthing the MP types don't seem to get, Stellaris isn't designed for cutthroat play and Paradox are incredibly unlikely to rejig massive bits of the game to support it.


The issue is not that you try to involve the economy more, I'm all for that. But your approach is not a good idea. The system you proposed is heavy on micromanaging, because the way you set it up gives you a level of control that players shouldn't have because to play optimal, and there are a lot of players who want to do that, you have to keep your fleet cap always maxed out but never over and never under. If you're under your cap you waste resources, if you are over your fleet weakens.

Your missing the key point here. You can have doomstack focus with no micromanagement or you can have econ focus some micromanagment. You cannot have econ focus without any micromanagement.

I've been over this at least twice now but let me repeat this.

The key point about shoving the war onto the economy is that against someone of similar size (within a modest range), it can and will force you to kill all non-war centric economic activity. our economy will simply stop growing significantly even as your ship production ramps up dramatically.

Do you want a situation where you have to do that when fighting some small 10 system opponent spread along one spiral arm?

And do you want to be stuck with a fixed wartime supply limit that stops you deepstriking a 10 system enemy spread out along a spiral arm just as much as a 50 system equal, meaning it takes you years to kill someone you should be able to kill in months?

The biggest long running complaint with late game wars is how long they take, and your suggesting making that worse by having a fixed non-manageable supply system. Players can and will scream bloody murder if you try that and demand that you let them decide how much econ to dedicate to the war so they can punch out that little guy in a few months then get back to growing their economy.

It's the equivelent of expecting the US to go onto rationing everytime it gets involved in somthing in the middle east just because the countries technically at war.
 

Cohors

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So I originally popped on to ask a question about empire modding, saw this thread, and 15 pages later forgot why I got on.

However here is my two cents.

As mentioned multiple times whatever the solution is will need to be multiple tweaks as no single thing will stop the doomstacks. So here are a few ideas that could assist with a solution.

The Soft Cap

I know, I know, I've seen the pros and cons a million times in this single thread, but mind you it's just a single part of a multi-pronged solution. So here's my tweak on the soft cap.
1)Soft cap is on # of friendly ships in a system
2)Penalty for exceeding cap is increased exponentially
This way after a bit it literally provides zero benefit to add more fuel to the fire. I don't care what lore based justification you give it, communication bandwidth, weapons blocked by friendlies, target confusion, whatever. This is simply a limiting mechanic in an individual system and give defenders a way to tie up large fleets.


Use admirals to manage fleets

As I was reading pages 2-15 Warzone 2100 popped into my head. You know that game by pumpkin studios from a decade and a half ago? No? Freaking millennials. Anyhow there are a few aspects that I'm going to grab from this game.

First is command units had the ability to act as rally points and could be linked to an individual factory.
Second is they also had settings for sending units back to base for repairs after X% of damage after which the unit would return. There was more but that's enough for this... for now anyway.

So taking these two things into the year 2010, how about this.

Give admirals an option to set quotas for their fleet, X amount of model A, X amount of model B, when units are destroyed thier designated space station will que up and send a replacement. Also, return units exceeding X% of damage for repair, but keep them in fleet.


Make Defense platforms useful

One way to do that is allow them to repair ships, keeping spaceports free to build the much needed replacements. Another is to give stations more use in providing a home field advantage. One thing stellaris lacks is variety in its tactical landscape, literally the only thing we have is nebulas with a penalty to ftl travel. Let's give stations the ability to affect the entire system as they're pointless as a fighting platform and unique things that target individual weapon types or abilities. Dampen all laser weapons, disrupt tracking of projectile weapons, whatever, be creative. But something to plan for when entering a system .

Are these end all solutions? God no, but they are ideas nonetheless, and better than what we currently have.
 

shadowclasper

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Actually

I wonder, what if we just changed the way that defensive stations function? So that they only block access of similar sized stations? Give them a universal radius (which is applied to stellar objects and space stations and such), but their GIANT radius is one that only effects the ones of the same type?

That way you could place smaller defensive stations in support of bigger ones? Rather than every station being isolated?
 

Cohors

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Maybe. I feel like stations are too insignificant, if it was me in charge I'd give them a huge boost to armor to at least delay a force. As it stands the biggest baddest defensive station lasts a whole 0.05 of a day to a fleet, totally not worth the credits.

As a whole Stellaris needs more environmental challenges. The nebulae are cool but the ftl penalty is rather meaningless unless they applied to a single type to give someone else an advantage. It would be cool if pulsars, black holes, and whatever else all had a different effect on combat in their system. Then you could try to maneuver an enemy into your "high" ground.

Somewhat unrelated, I know it's a pipe dream but I'd love it if you had to fly across a system in the direction you're jumping to rather than just sit on the end, cool down and jump again so I could actually set up a blockade somewhere and catch them rather than trying to fly across a system and beat their ftl, fail, and chase them from behind.
 

shadowclasper

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Maybe. I feel like stations are too insignificant, if it was me in charge I'd give them a huge boost to armor to at least delay a force. As it stands the biggest baddest defensive station lasts a whole 0.05 of a day to a fleet, totally not worth the credits.

As a whole Stellaris needs more environmental challenges. The nebulae are cool but the ftl penalty is rather meaningless unless they applied to a single type to give someone else an advantage. It would be cool if pulsars, black holes, and whatever else all had a different effect on combat in their system. Then you could try to maneuver an enemy into your "high" ground.

Somewhat unrelated, I know it's a pipe dream but I'd love it if you had to fly across a system in the direction you're jumping to rather than just sit on the end, cool down and jump again so I could actually set up a blockade somewhere and catch them rather than trying to fly across a system and beat their ftl, fail, and chase them from behind.
well that works for hyperspace, but not warp or wormholes.
 

Razzlie

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Well yeah but major campaigns didn't charge 2 million people across a 5km wide front and charge directly at the enemy capital, then clashed with the enemy 2 million people and effectively ended the war in two weeks depending on who won that one big battle...

I can't really see any solution that doesn't depend on some sort of attrition system that will lose ship repair and fighting ability when exceeded in systems. It could work like EU4 where capturing a planet meant that your ability to resupply a grander fleet was extended in enemy territory and such. Defense stations could be re-purposed to work like EU4 fortifications, limiting movement in the stars around them until they were taken down, and when taken down they would rather be captured than destroyed.

The problem here is partially that space combat more closely emulates great fleet battles in the 1700's and 1800's which... yeah tended to be great crashes of huge navies.

We're never going to have a HOI or Victoria II-like battle system in Stellaris, but it would be nice to at least have an EU4-like amount of strategic depth, where the early game consists of singular battles, but retreats and reorganization is actually possible, and a late game where you're effectively forced to split forces because of mechanics.

Agreed, something like this would work brilliantly in my opinion, and is just what we need. We could fix doomstacks, warfare and defensive stations all at once with this.
 

Ondesvin

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doomstacks have allways been a big problem in this game, and they need to find a way to limit this and it is not easy to fix. but i have a suggestion tho.

maybe make a max fleet str. cap limit, like 5k, 10k or 20k or whatever... you could also make a limit of how many Corvettes, Destroyers, cruiser and battlehips each fleet can have or make fleets get a improves bonuses when you make a fleet fit a certain fleet setup. like 2 battleships, 5 cruisers, 12 destroyers and 20 corvettes, or something else but have multiple fleet setups so you would have some flavor, you could even tied the fleet setup into your ethic and civic choises... :)

anyway the max fleet str. cap would force you to have multiple fleet and that in itself wont fix the doom stack. but if you would put a penalty on the effectiveness of your fleet each time you have more then one fleet in each system well then you might have a tool to counter doomstacks. and the more fleets you have in a system the worse the penalty is?


hell you could even remove our current naval capacity and replace it with number of fleets you can have in your empire but that is also just a crasy thought :D
 

Mighty Mosculloid

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Feel like at 27 pages of doomstack ideas another one is just pissing into the wind, but here goes. For all FTL forms, just increase the speed/cooldown penalties for bigger fleets until giant doomstacks are frustratingly slow. No penalty for doomstacking around to protect your capital, but you'll never be able to catch the AI and savvy players who split their fleets up for multiple blockades and station attacks. If you have multiple fleets in a system, their numbers are added together for calculating jumps out of that system, so you can't just keep your separate fleets together - they have to stay one system apart or travel by different routes. They'll most likely come together for big doomstack fights (it'd be sad and less epic if you can't have giant battles) but there'll be a lot more scope for ambushes. The trick would be weighing manoeuvrability against power.

This would work well with flanking bonuses too, so having one fleet engaged with the enemy and then jumping another fleet into their unprotected battleships from the opposite direction would be a viable strategy. Also make more advanced ships considerably more powerful and expensive so it's not just a numbers game.
 

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There is already a tool in game vs doomstack - minefield. It is just not strong enough and disappears with station death. Buff that thing and let it linger, boy that will make you think twice before moving to hostile system with full force.
 

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Friendly fire could limit doomstack in size. Many ships in a single battle = higher chance of friendly fire, colliding, communication problems etc. Effective number of ships parcitipating in a single battle could be represented as admiral's fleet capacity. Civics, edicts, buildings, admiral's level increase the limit. Bringing many fleets to a single battle will not help. Possible to hold a fleet in a reserve and send them to join battle later. You could also flank an enemy fleet in a system and cut the path of their reinforcement. And with smaller fleets, defensive station could fight back.
 

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1. So you shove your supply cap up massively. So does your opponent, (exactly as is intended, this is what your supposed to do).
If everyone is shoving up their supply limit, it's the same as if no one did it. So where's the point?

2. So you start blitzing his spaceports. In the time its taken you to move out of your system and cooldown after the jump, kills the space station that snared you, (now buffed so not trivial unless you doomstack, which limits how many systems you can kill at once), then moved through the system to each the spaceport, then moved back to system edge and then charged up and jumped he's had anywhere from a month and a half to 2 months plus to build up. Even at 20% build rates, (which i said would probably be woefully insufficient), he could have built a pretty ridiculous amount of fleet power and supply cap worth of ships. He'll need a bit of time to concentrate them, but your only in his border systems. You can't hit more than his 2nd tier systems before he gets his equally big, (or since your going deep he can build bigger on the same cap), fleet into you).
This only has an effect if the defender has enough systems to absorb the losses and still come out on top. Sure, if both sides have 20 systems up, then this tactic wouldn't work. But instead you get an equilibrium at some point, where neither side can make any gains. If the attacker recalls some ships the defender will reclaim lost territory and if he presses on he overtaxes his economy and gets outproduced and also looses gains. If the defender tries to press his counter attack he will weaken himself and risks losing even more. It also weakens playing tall even further, since they usually don't have large territories, instead opting for things like habitats and terraforming.

3. You've sat around with all that maintenance for all those years on the fleet you could have built on spec. Well done you. Your opponent has probably outgrown you with his better economy and contrary to what i said above in point 1 they can actually afford a bigger supply cap than you meaning not only can they build a fleet that cna stop your blitzkrieg, but they have the cap to afford to send that fleet to take your border systems. Which forces you to downsize, which means he can attack you 2nd tier systems with a smaller force and still have the advantage, repeat ad infinitum till you lose.
How much time do you think it will take you to pull even with my pre built fleet, that's say twice as big as yours? Can you build that fast enough to stop me from destroying your fleet, and taking out a good many of your spaceports and some planets? Assuming you're big enough that I can't kill all your spaceports within the first few months, I will take as many planets as I can get and then turtle down and let you come to me. If I need to, I'll lower my maintenance while I'm not actually in a fight. Or I send my ships out on suicide missions to kill as much of your economy as I can, and maybe take out some of your ships in the process, or just send them back to my territory and build defensive stations in the occupied systems.

In any case, why would you even go the indirect way that basically does the same as saying the further into enemy territory you go the more maintenance your ships in that territory cost? Because that's essentially what your proposal boils down to. In your own territory your ships take up their normal fleet cap, ergo being at your fleet cap has no penalty. If you attack the attacking fleet takes up more fleet cap, so you have to pay more for maintenance, if you have to manually increase how much you pay to maintain them or if it happens automatically makes no difference for the result. The difference is in the details, if you forget to increase the fleet cap, you're screwed. If you forget to lower the cost, when you don't need it, you're screwed. If you constantly adjust it because you want to be optimal, you have to do a lot of small adjustments, that nevertheless pay off in the long run, but to do it perfectly, you essentially have to pause the game every time your fleet moves somewhere with a different fleet cap usage, and every time you build or lose a ship. Ideally you would even reduce it any time you're not fighting or preparing for a fight.

The whole point of the system is that our supposed to keep supply and leet sizes small before the war, but as a side effect of making ships quick to replace, (so fleet deaths aren't particularly decisive unless they lead to planet deaths, and you've got enough of those they shouldn't decide wars on any one planet loss, yes tall will need some helping factors IMO), you can surge to full war fighting capability quickly enough that movement speeds of fleets especially with in system combat mean they can't do more than level the space infrastructure before you get built up and can start launching counterattacks. And the Buffed space defences and attrit losses from jump outs to heal up means unless your opponent has a firm starting econ advantage you've got a good chance of being able to force him to retreat from at least some of your systems.
The system is designed with massive empires in mind, there are game setups that don't allow such empires to arise in the first place, or at least makes them very difficult achieve. The more AI empires there are and the fewer habitable planets are around the less such a limit impacts the ability doomstack. Even on default settings it only really makes a difference once you are big and then you snowball anyway.

Don't mistake simple logic for trivial on the processor. Lots of simple logic is generally a lot more taxing than smaller amounts of more complex logic. Or at least thats been my observation and what's come through from years of modding other games and dev comments on them. I'm not up on detailed processor instruction sets to confirm that from personal knowledge of the details.
I'm not, that's why I said that the targeting logic needs a lot of processing power. What I said was, that the more tasks an AI has to do the more processing power it needs, that is true regardless of how complex or simple the calculations are. What your proposal does do however is increase the total number of ships, especially during war. Fights with big fleets will be more common and thus the expensive targeting operations will see more use, slowing down the game. Another really expensive thing is moving fleets, which you would do more, since you have more ships.

Also the AI can totally be given the ability make those kinds of judgments, i didn't make the excel comment idly, whilst in my current sleep addled state i'd have some issues doing it on short notice i'm pretty confident i could write a set of IF functions to work out those factors and let the AI do the comparisons. And you can't shift the focus onto the economy, (which you've said is a good idea), without having to code the AI to work with that as a metric. But it's really simple to do from a math pov. It's coding that into actual computer code thats the pain

You keep insisting the AI can't do what it absolutely can. I just don;t get it, it's like stellaris is the only game you've ever played and are stuck with the idea that game AI's can't do simple basic arithmetic, which is all thats required). They can, other games have them do that all the time. Stellaris AI isn't as bad as it is because Game class AI's are inherently incapable of making the kind of decisions involved intelligently, it's bad because like many AI's it simply hasn't been coded to be very intelligent, it's a cost/benefit thing. You code the minimum level of AI needed to use a given facet of the game system at a minimum level of effectiveness then compensate the AI's poorer than human abilities with artificial buffs. It's less coding so cheaper and most players won't care enough to make it an issue from an end sales PoV.
I have been delving too deep into AI lately, so my working idea of AI is very different. I've been tinkering around with machine learning and how to model human like learning processes. Takes a bit to get out of that mindset.

Those giant decision trees require the developer to actually take into account all the actions the AI can take and anticipate what a player might do within reason, you can't take everything into account of course. The more options the player has, the less predictable he is going to be. And if the player can modify his force limit with resources, then that needs to be taken into account. How are you going to put that in numbers? How do you calculate how strong a player actually is? Currently it uses fleet cap, technology and fleet power as a metric. Technology and fleet cap don't change very quickly in most cases, so they work well as a base line to compare strength. But if I can switch from peace time economy to war time economy quickly, then fleet cap is variable as well. You seem to be confident, that you can figure it out anyway, and I disagree with that. Either the developers have to dictate the relationship between economy and fleet size the AI uses, which isn't very flexible and will be easy to exploit. Or they need to develop an utility function to determine that. The second option is way to complex for a game AI, as in too difficult to create, not too difficult to compute, so option one will be used.

My example for overbuilding your force limit comes into play here. From a minmax point of view it may be suboptimal to do so, but it will make it difficult for the AI to judge your strength. Because while you may have a massively overpowered fleet during the opening months of the war, you need to invest much less into building your fleet and have more or less free reign to destroy his economy, while he has to build up his forces to match yours, and that's assuming he can avoid a direct engagement and losing a sizable portion of his fleet. The thing is, that exponential rise in maintenance cost once you're over the force limit makes overbuilding it costly during peace, which is why you avoid doing so. But if I only have linear growth going above doesn't hurt the economy much during peace, since you don't need to raise your cap if you're not fighting. Cheaper build costs also means building more ships than your force limit allows isn't as taxing on your economy as it would be otherwise. So you can build up a massive force that would be impossible right now and still have a decent economy, which lets you save up a reserve to draw on during war, when you need it.

Remember where we started on this. You were arguing the AI couldn;t make such micromanagement changes and that it was bad at implementing decisions. AI's are freaking amazing at both of those. They're just really bad at making the decisions.
Like I said I was on a different track in regards to AI. You're right, it can micromanage, but is bad at it if it involves making a decision, which is easy to see looking at how bad the sector AI is in developing planets. Actively raising the fleet cap could be done automatically, so it doesn't have to make decisions, but then you could do it for the player too, because either it is annoying to have to adjust the same value over and over in reaction to changing circumstances to avoid wasting resources or you can use it in game breaking exploits.

As for the MP. I still say the inherent econ advantages would drown it out in most cases, nor am i balancing heavily for the competitive MP environment, Stellaris just isn't built for that so it's a strictly tertiary concern because it's never going to be a good game for that. This is somthing the MP types don't seem to get, Stellaris isn't designed for cutthroat play and Paradox are incredibly unlikely to rejig massive bits of the game to support it.
Fair point, but it doesn't only have an adverse effects on MP, the same applies to SP if someone is a compulsive minmaxer, or plays on a high difficult level where a getting even a slightly better efficiency will make a difference.

Your missing the key point here. You can have doomstack focus with no micromanagement or you can have econ focus some micromanagment. You cannot have econ focus without any micromanagement.
Why not? In essence you can get the same result by tying maintenance cost of fleets to their distance from your border.

You can make space based resources rarer, but with much higher yields, so they can rival a small planet or habitat in output. So smashing infrastructure actually is an effective strategy to weaken your opponent's economy. You could create an actual supply mechanic, instead of repurposing the force limit to serve as one, that allows for disruption of supply lines, weakening unsupplied ships. You could make fleets much more durable, so losing a fight doesn't have the same level of impact. Give captured planets a benefit for the conqueror, besides war score and weakening your opponent. None of these options require that level of micromanaging you proposed and all of them encourage defending your territory and you need to split your fleet to do it if you want to attack at the same time as defending your territory and secure your supply lines, regardless how big you are.

The key point about shoving the war onto the economy is that against someone of similar size (within a modest range), it can and will force you to kill all non-war centric economic activity. our economy will simply stop growing significantly even as your ship production ramps up dramatically.
You can already do that by overbuilding your fleet cap during war. It has diminishing returns but can give you an edge at the cost of economic growth.

Do you want a situation where you have to do that when fighting some small 10 system opponent spread along one spiral arm?
That is exactly what your system leads to. Distance to your border is big if the empire didn't grow evenly in all directions, so even if I have twice the size I will have a harder time fighting him that way since I have to go much deeper than on an elliptical galaxy with more even expansion.

And do you want to be stuck with a fixed wartime supply limit that stops you deepstriking a 10 system enemy spread out along a spiral arm just as much as a 50 system equal, meaning it takes you years to kill someone you should be able to kill in months?
Same thing as above. Using your system, if I border a 10 system empire spread out on a spiral arm and only share a small border, then it is just as expensive to go deep as with a 50 system empire which grew evenly.

The biggest long running complaint with late game wars is how long they take, and your suggesting making that worse by having a fixed non-manageable supply system. Players can and will scream bloody murder if you try that and demand that you let them decide how much econ to dedicate to the war so they can punch out that little guy in a few months then get back to growing their economy.
Unless you have something like call for peace, which doesn't depend on using your system, it's not going to change. Without it, your system would draw it out longer than now. So I don't see an improvement.

It's the equivelent of expecting the US to go onto rationing everytime it gets involved in somthing in the middle east just because the countries technically at war.
No it isn't, if ships have a higher maintenance cost while in enemy territory, and you only send how much you need, you can avoid the cost explosion without needing to go an indirect way. But if you produce ships much faster, then you want to end the war as quickly as possible to avoid having to invest resources in building more ships and you do that by going all in instead of using only as much force as necessary.

To sum it up:
A fleet cap that can be boosted with resources is going to be abused in hard to predict ways. And increases micromanagement to play optimal.
Increasing fleet cap usage according to distance from borders, is equivalent to increasing maintenance cost of ships outside your borders according to distance, at least if you can allocate resources to boost your fleet cap. This gains nothing over doing it by scaling cost directly and only for those units actually deployed instead of a global system.
Cheaper ships and shorter build times mean more clicks and more work for players. It also makes wars longer because you can rebuild faster after a loss.
Linear scaling costs when overbuilding your force limit will make extreme military buildup before a war easier and leads to blitzkrieg tactics unless the target has enough territory to trade for time.
 

shadowclasper

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Feel like at 27 pages of doomstack ideas another one is just pissing into the wind, but here goes. For all FTL forms, just increase the speed/cooldown penalties for bigger fleets until giant doomstacks are frustratingly slow. No penalty for doomstacking around to protect your capital, but you'll never be able to catch the AI and savvy players who split their fleets up for multiple blockades and station attacks. If you have multiple fleets in a system, their numbers are added together for calculating jumps out of that system, so you can't just keep your separate fleets together - they have to stay one system apart or travel by different routes. They'll most likely come together for big doomstack fights (it'd be sad and less epic if you can't have giant battles) but there'll be a lot more scope for ambushes. The trick would be weighing manoeuvrability against power.

This would work well with flanking bonuses too, so having one fleet engaged with the enemy and then jumping another fleet into their unprotected battleships from the opposite direction would be a viable strategy. Also make more advanced ships considerably more powerful and expensive so it's not just a numbers game.
hmmm... this might not be a bad idea? Because it would mean that somebody with small reaver fleets could do a FUCKTON of damage. Maybe make it so that the more ships that -use- a particular method of jumping into a system, the slower the collective recharge?

IE: Everybody using a particular hyperlane increases the cooldown on THAT HYPERLANE. Everybody warping into a system, increases warp windup for -everybody- in that system? Wormhole generators used have their recharge time based on the total number of ships using them?

Which would mean you couldn't get around it just by throwing 5 fleets rather than 1 doomstack. You'd still end up with all 5 of them trapped for a long ass amount of time in that system?

Importantly: This shouldn't increase time for anybody to -arrive-, just to -get out- So defensive fleets can easily counter attack, but having follow up offenses will be more difficult, and further, you'll have some serious strategic depth because you, as a defender, will have to decide "okay I might lose this system, but he's gonna have a fuck huge force trapped there, so I might be better off using my forces to counter his reaver fleets"?

Edit:
Basically, the idea is that you actually COMMIT forces to attacks. Could also make it so that anybody arriving adds the recharge time of the previous groups to their own recharge time? So early in fleets can get out more easily?

Edit2: Or maybe not... I dunno, this could easily cause wars to bog down enormously.
 
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Drowe

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Feel like at 27 pages of doomstack ideas another one is just pissing into the wind, but here goes. For all FTL forms, just increase the speed/cooldown penalties for bigger fleets until giant doomstacks are frustratingly slow. No penalty for doomstacking around to protect your capital, but you'll never be able to catch the AI and savvy players who split their fleets up for multiple blockades and station attacks. If you have multiple fleets in a system, their numbers are added together for calculating jumps out of that system, so you can't just keep your separate fleets together - they have to stay one system apart or travel by different routes. They'll most likely come together for big doomstack fights (it'd be sad and less epic if you can't have giant battles) but there'll be a lot more scope for ambushes. The trick would be weighing manoeuvrability against power.

This would work well with flanking bonuses too, so having one fleet engaged with the enemy and then jumping another fleet into their unprotected battleships from the opposite direction would be a viable strategy. Also make more advanced ships considerably more powerful and expensive so it's not just a numbers game.
This idea has been brought up multiple times before in various variations. It isn't a good solution by itself, but combined with something else like supply lines or more valuable space based infrastructure, it is a solid idea that will make doomstacks a less optimal solution. The fact alone that it is nearly impossible for a doomstack to chase down a fleet that is smaller than itself would allow for interesting tactics.
 

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No solutions from me but a few observations (inane and tedious ramblings) to justify having wasted an inordinate amount of time having read only part of the 28 pages of comments.

It seems to me that its not just a case of doomstacks = bad, its that optimal play doesn't = fun for a lot of people.

As has been pointed out before having one big fleet isn't actually the optimal way to play. Instead its many small fleets for target selection due to overkill, however while an in depth analysis of overkill damage wastage vs bonuses from best admiral is beyond me, arguments that people only play with a single doomstack due to it being optimal is not necessarily absolutely correct. This highlights to me the importance that any solution has to either minimise micro or make the micromanagement fun for any solution that would 'fix' doomstacks.

'solutions' about making raiding fleets more powerful seem to me to be not so much about making raiding and counter raid defence important but to say look were going to make these small fleets so damn annoying that you'll stop winning the war for a bit to come deal with them. That doesn't seem 'fun' to me.

Some people have tried to argue against doomstacks because in 'RL' there is a limit to the operational efficiency of adding more bodies to a limited area based on the observation of 20th century warfare, the problem is that space is big, really big. Hundreds of thousands or millions of square kilometres of ships wouldn't even come close to filling our 9 billion km diameter solar system. You could have one hell of a pair of real life doomstacks duking it out in our little corner of the galaxy.

Part of the problem at the moment is that it is next to impossible to set up any sort of strategic plan due to the multiple nature of ftl travel in the base game. For this reason i have taken to playing hyperlane only games (and my bad memory seems to recall a comment on the thursday night streams that a lot of people do this). This lets me plan out invasion routes and set up choke points adding a layer of depth to the game thats lost when your enemy can just attack anywhere avoiding any sort of defensive position.

At the moment the quickest way to win the war (assuming your ftl speed is ar parity or above your opponent) would be to split your fleets into 2.5k stacks attach a bunch of transports to each and simultaneously attack every enemy planet. if your fleets encounter opposition they pull back. However the reason that this doesn't work is that as a single human player we are not able to effectively divide our attention and micro all the different moving elements at once. this means that to avoid any unnecessary losses we doomstack. Its the same in eu4, ck2 and vicky.

I don't think there is a 'simple and elegent' solution that will make doomstacks disappear without making some other element of warfare equally frustrating. What would be necessary would be a major overhaul of the entire naval system including a large degree of automation (in the way of hoi4) that doesn't currently exist withing the game.

That being said i like the current combat system mostly and there have been a couple of good quality of life ideas floated in this thread.

I would absolutely love to be able to recruit new ships from the fleet selection and have the construction automatically delegated to the nearest station of appropriated size with the shortest que. This would mean less micro and still give you a choice to use the current system if you want to avoid using certain stations due to distance or enemy presence.
This would also make use of sector stations more efficiently. I and (based off the limited streams i have watched) most people only recruit ships from their core worlds because its too much of a hassle to find and select sector stations unless its an emergency.

Another is to have a setting for ships to automatically retreat to minimise the all or nothing nature of current combats. So if you have to win the battle you could choose a no retreat setting or if you are just aiming to slow the enemy down or start reducing their fleet then you could set it to retreat at 50% hull damage so your more likely to loose the battle but your fleet should be largely intact. This would make a single bad battle less crippling, which seems to me to be one of the big complaints about the current doomstack approach in that its all or nothing.
 

rideout01

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After reading several different discussion threads i feel that the easiest thing to do is to attempt to balance naval warfare out a little more. Doomstacking does have its benefits don't get me wrong but its just annoying trying to fight an AI that uses a single fleet and only that fleet. Put simply it would just be nice to have the one big boom stick fleet toned down a little bit to add a little more strategic depth but not enough to overwhelm the player with micro managing, nor the AI.
 

EntropyAvatar

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At the moment the quickest way to win the war (assuming your ftl speed is ar parity or above your opponent) would be to split your fleets into 2.5k stacks attach a bunch of transports to each and simultaneously attack every enemy planet. if your fleets encounter opposition they pull back. However the reason that this doesn't work is that as a single human player we are not able to effectively divide our attention and micro all the different moving elements at once. this means that to avoid any unnecessary losses we doomstack. Its the same in eu4, ck2 and vicky.

I agree that people's inability to divide their attention is a very important aspect of the problem. I think that slowing interstellar fleets would divided forces more viable from an attention standpoint and make a single concentrated fleet usually too slow to prosecute a large war.
 

Czaristan

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My solution for doomstacks is the following

Logistics: Some type of system is needed to make warfare more dynamic. Fleets could have supply storage (part of making ship design deeper) that would let them range freely for a time. Ships would automatically regenerate supplies in friendly territory to cut down on micromanagement, but when in enemy space a string of supply ships would automatically trickle in from the nearest friendly starbase or planet (Each fleet would simply have a button to turn this feature on or off. Much like in HOI, logistic capability can/should be limited either through having a maximum amount of supply ships or by having them spawn at a limited rate, thereby making their use calculated.) This would allow weaker empires to play a defensive game by intercepting supply lines while bogging down superior enemy fleets and armies and it would add a lot of strategic depth. Players could design ships with a lot of supply storage for the purposes of striking deep into enemy territory while short-range combat focused fleets hammered away at the front-line. All of this could combine with the espionage mechanics when keeping track of enemy fleets. Ideally, this would encourage several types of ship designs and fleet compositions: Fast, lightly armed raiders for disrupting trade and supply lines, slow troop transports/bombardment groups designed to fight planetary sieges, and heavily armed hunter-killer groups that track down and destroy enemy fleets. All these features would encourage more ship designs, more thought about fleet composition, and emphasize different strategies and philosophies on waging war.


This would lead to strategic decisions about how to wage war. Slog it out against defended perimeter systems in order to build up forward bases and supply, or boldly strike into the heart of enemy empires to disrupt trade and rob them of vital resources? There are the kind of decisions I think grand strategy games are built for and which players really crave.

Army/Invasion: Currently, this is one of the shallowest mechanics in the game but with a lot of room for improvement and depth. Invasions could be a built-in mini-game (as much as I hate that term). Planets wouldn't fall as quickly and armies would be tied to planetary tiles. Defenders without an army on that tile could still fight with the base population (with awful combat stats, but maybe improved based on traits). Different armies and attachments would be good at different terrain types and maybe buildings could add an urban element. This would force players to build different army types to go against different planets. Tile blockers could also be interesting here. Mountains could provide defense bonuses, active volcanoes and aggressive wild-life could inflict attrition. A combination of these features would make ground combat much more important. Invasions could conquer parts of planets but get bogged down in difficult terrain for example. This mechanic could also be used for planetary uprisings when some pops turn hostile and duke it out on the planet map. This would also give us the opportunity to have some neat 2d models for different army types. Simple mechs, hover tanks, or giant aliens would give a lot more personality to an otherwise stale part of the game.
 

ja3ko

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The big problem with a supply system is the variable ftl types. while for a hyperlane empire you have to move through multiple systems to reach any target a wormhole or warp empire or jump drive late game can strike deep into their enemies territory and send supply ships directly to internal systems without having to make vulnerable stops along the way. This still doesn't stop doomstacking without other major changes to how combat works. At the moment you could send out a dozen corvettes to raid your enemy destroying there mining and research stations and being faster than almost any fleet sent to hunt them down. But this means a dozen corvettes that aren't in your doomstack if the enemy doomstack turns up for a fight.
 

Drowe

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The big problem with a supply system is the variable ftl types. while for a hyperlane empire you have to move through multiple systems to reach any target a wormhole or warp empire or jump drive late game can strike deep into their enemies territory and send supply ships directly to internal systems without having to make vulnerable stops along the way. This still doesn't stop doomstacking without other major changes to how combat works. At the moment you could send out a dozen corvettes to raid your enemy destroying there mining and research stations and being faster than almost any fleet sent to hunt them down. But this means a dozen corvettes that aren't in your doomstack if the enemy doomstack turns up for a fight.
The different FTL drives do make it harder to implement logistics, but not impossible. You could for example build supply bases that extend your range, like wormholes stations do for wormhole empires, only that you can go beyond your range if you're using Hyperlanes or warp. This would provide an easily identifiable target for disrupting supplies without creating too much micro. On this you could build a more extensive logistics mechanic or just leave it like that.

Right now raiding orbital mines is hardly worth the effort past the early stages of the game, with a few exceptions like the dragon lair or the hive asteroids, the income from mines is pretty low. A single dedicated planet can easily produce as much as 50-75 mining stations. Past the early game, you'll hardly notice loosing a few of them and in the late game, they are only a drop in the bucket.

Currently the economy doesn't have the depth needed to make anything but fleet on fleet combat, smashing spaceports and occupying planets for warscore worth the effort. There aren't any targets besides those, that have any impact on a war. The quickest fix for that would be to make orbital resources less common but increasing their yield as the game progresses, for example by upgrading them similar to spaceports. Or alternatively you could give each celestial body a small yield, but have one station per system collect them all, maybe again with multiple tiers.

I think as soon as a more fleshed out economy system gets implemented, doomstacks will cease to be an issue. Having all your ships concentrated in one location is good for battling a fleet, but less so for protecting the flow of goods. You don't need a battle fleet to wreak havoc with an unprotected economy and chasing down raiding fleets with a battle fleet is overkill.