I've read almost all of this thread and it seems to come down to the following:
- People proposing supply limits over and over. As has been said already, Those would just be variations on the theme. You could still min/max and solve for a best universal strategy.
- As have the whole idea of slower/faster FTL. (Not really going to solve things, and will make exploration and colonisation slower/awful)
- Faster retreat times (are bad because chase the fleet is awful gameplay.)
- Admirals as a limiting factor.
- <insert some hyper specific thing that adds weird mechanics that limit strategic options without providing strategic incentives.>
- Specific flanking bonuses are weird, this should just be a change to combat AI behaviour if anything.
This has been beaten to death now. Arbitrary caps is not the solution.
No, not even with admirals. We want carrots, not just sticks. My overall impression of the problems is this:
- Auto engage makes doomstacking attractive because every fight is a full pitched battle, you want your full force to be present in a pitched battle
- There's no worthwhile target OTHER than the enemy fleet; it takes too much to hit the enemy production. Once enemy ships are chased away planets quickly recover. There's that mod, "Complete Bombardment and Planet Defense Overhaul" that changes this somewhat. As has been said it's a step in the right direction.
- Fortresses are speedbumps. Spaceports are speedbumps except in early game.
This thread has honestly become too long. I think it needs summing up, locking, and a new megathread posted with the OP being the summary so we don't have another 10 pages of people suggesting the same supply/admiral cap mechanics over and over.
Now, here are my suggestions, there's already some great ones but I think my take is worth it. Some people have already made similar suggestions.
++Combat Width++
I think this is a good idea. With a very large force attacking a smaller one, how can the large force bring every single gun to bear? The answer is, they can't! But how to represent this?
Combat Width represented by evasion bonus.
I think the easiest way is for there to be some kind of evasion bonus for fleets that are significantly outnumbered, this makes sense and uses existing mechanics. Let's say that the outnumbered fleet gains an evasion multiplier equal to say;
r ^ 0.3 or maybe r^0.5
Where r is the ratio. This would of course, be capped. I'd say at 2, but techs could increase this.
At 0.3, the cap of 2 is reached at a ratio of 8:1. at 0.5 it's reached at 4:1. The exact numbers aren't important. Maybe it could be a flat bonus instead, a coefficient multiplied by the ratio. What's important is the effects.
At the moment, fleet battles are a case of win and win more, lose and lose more. Once a fleet is being beaten they rapidly lose more and more ships as the smaller number of targets are focused fired down even faster. This is one of the reasons for doomstacking, I think.
So what does my proposed change do in regard to gameplay? It slows down combat a bit, as a losing fleet is reduced in size, the winner's weapons become a bit less effective due to the loser's evasion bonus.
- Losing fleets will initially lose a significant number of ships, but the rate of loss will slow down after the initial massacre, meaning that there is time for possible reinforcements.
- Losing fleets might actually be able to emergency FTL with some more survivors, but the winner will still have the satisfaction of have destroyed a significant number of his enemy's force, and he can still kill more in a good fight when he catches the survivors, but there's of course time for reinforcement. We avoid the "chase the fleet" syndrome.
- This actually gives more of a role for missiles, (since they are good vs evasion) which are currently underutilised outside of the early game, before PD. Yet it doesn't make them OP.
Admirals could help this, admiral level helps mitigate it because the admiral can coordinate his ships to bring them to bear better, or enhance it to represent an admiral manoeuvring the fleet out of pinches.
I think these changes will really help with doomstacks, but of course it's not the magic bullet solution because
there is no single magic solution. This, combined with other changes such as actual targets within spaces will really help.
+Furthermore, Stations.+
Another change that I think could help, especially on the defence is slightly changing how defensive structures work. At the moment they're speedbumps. The problem is they die too fast. They shouldn't be able to take on a fleet but they need to not just instantly explode. So how do we do that? The problems are as such:
- Making stations do more damage lets them challenge fleets, which means that super turtling becomes a thing, which means that you need doomstacks to beat the huge stations. Result: bad
- Making stations tougher results in the above too, toughness is killing power, a longer living station is one that sits around to do more damage.
(Decreasing the station/fortress spacing gives similar problems,)
Stations need to survive. They are large investments, whatever the point in the game. They are immobile and thus not so good on the attack. They can cost as much or more than a battleship, which arguably has loads more utility.
The solution is simple:
+Stations take more than 1 battle to destroy.+
What this means is this; when a station is reduced to say, 1/4 HP, it enters a reinforced mode, where it's invulnerable yet it cannot use weapons or strikecraft. It's aura effect might remain though. (This makes minefields actually dangerous and something to avoid). Maybe this mode should cost energy credits, but that's not really the point here.
After a certain period has elapsed it becomes vulnerable again. The super deflector's energy runs out, and the station can be finally picked off. This timer should vary. I think the smallest defence platforms shouldn't go into reinforced mode, but defence stations and fortresses should. Fortresses have longer reinforce timers, but longer cooldowns too.
This reinforced mode would not be particularly long. 15 days for stations, maybe a month for a fortress, or perhaps it's something that can be customised;
Sacrificing firepower for staying power, the stations have "bulwak" sections that have no or few weapon slots but add say, 5 days to the timer. So a station has a base of 5 and can give up one of its sections for another five. A fortress can equip 4 bulwark sections for a huge 25 day timer, but reduced firepower, it's meant to be reinforced.
This change means that stations are something that are a real investment that isn't blown away. It's something that should be taken into consideration since dealing with it gives the enemy time to respond, different routes can be considered. Actual defensive lines can be established and maintained. Combined with the above changes to fleet combat width/evasion, leaving a small force to clean up a severely weakened station when it comes out of reinforced mode isn't such a potentially costly investment, especially as it's not really
that long.
Furthermore, combined with higher value targets for fleets/armies to attack there's more incentive to have ways to stop enemy fleets from roaming around your space totally unopposed.
Another possibility for making other things targets is this:
Bombarded planets take a happiness penalty because they weren't protected.
I think this is potentially a good way that punishes people who don't protect their worlds yet it doesn't have massively crippling effects, Pops get over it. So say it's a -15
% happiness penalty for pops that lose their fortifications That's significant and annoying. It should last for a while, maybe a year afterwards, or possibly longer with a higher start but a downtick; so say -15% happiness, reduced by 0.5% each month. That's 2.5 years, though after 1.25 years it'll be a happiness penalty of only -7.5%. Not so bad then.
This happiness penalty could be independent of bombardment level. Bombardment is bombardment, heavier bombardments can have other effects that make them nastier.
Alternately, this could be applied to planets that were actually occupied by troops. That might make more sense actually.