Good evenin' all,
I've been lurking in the shadows for a while, following the various discussions on the boards and i think its time for me to contribute what little i can
Same here

I was thinking a lot about doomstacks lately, and got some suggestions too.
First of all, why the doomstacks are bad in my opinion:
1. Wars are resolved mostly by fleet cap. For the most of the time the winner in a war between two empires with the same technical progress is already determined in the beginning - about 15% fleet size difference is already enough.
2. Majority of the wars in human history were won "with gold" and not "with iron". This is not the case in Stellaris, because the outcome is mostly determined by one large fight. Attrition wars should be possible.
3. Defence stations is a useless feature at this moment.
4. Federations are not as effective as they should be - AI empires cannot coordinate fleets with human player.
Why the doomstacks are effective:
1. It is too easy to catch the smaller fleet with a doomstack - galaxy map movement is too fast and system map movement is too slow.
2. Because of the fast galaxy movement, logistics are not the problem. The larger empire may reinforce its fleet as fast as a smaller one.
3. There is no "frontline" that may force you to distribute your forces.
4. You can't actually do much harm inside the enemy territory - losing one spaceport is not a problem and invasion needs a lot of time. Because of this, waging war on two fronts is not a problem - you may simply destroy one fleet, destroy the second and retake your planet (if it was lost in process)
5. It is almost impossible to build enough reinforcements in timely manner
And here are my suggestions. Basically, I don't think that there should be some limitations like fleet size cap. Instead, three smaller fleets should be more effective strategically than the large one:
1. Population should contribute to the fleet capacity ONLY if the spaceport is available. Also, there may be additional penalties if the capacity is exceeded by 20% or more, for example. The spaceports will be more valuable this way and they will be worth protecting. Chasing one smaller fleet will be simply ineffective when another one is destroying your infrastructure. That should be enough for the early-to-mid game.
2. In the midgame loosing the capacity of one planet is not too harmful, I think there should be additional bombardment mechanics, that will allow the fleet to "disable" the planet if left unchecked. Additional bombardment options require placing the fleet near the planet until the bombardment is 100% complete. Bombardment speed should be capped by planet size. So, for example, fleet with size of 100 will bombard 20-size planet with maximum efficiency available. Examples:
- Blackout bombarment. Disables the planet production for one year (no energy/mineral/tech yield, no construction).
- Psychic bombardment (for spiritualist). Forces the population to surrender. Acts as capturing the planet.
- Lethal bombardment (for militarists or xenophobes). Wipes the population.
This will also reduce the need of boring planet invasion mechanic in the mid-to-late game. Still may be useful for additional warscore.
3. As someone already suggested in different topic, there should be a possibility to construct a large shipyard that allows the quick production of fleets. I suggest to add the lategame tech that allows to construct one heavily-protected shipyard, that accumulates, let's say, 50% production of all available starports including the ones in the sectors. This way building the reinforcements should be easier and require less micro-management. Also, if there is no fleed docked into shipyard, the new fleet rally point will be created automatically.
4. Space travel types require some rebalancing. I think warp shouldn't be forced to stay during the cooldown (it is already slow enough and too easy to catch). Wormhole opening speed should also depend on distance.
5. Travel speed inside the system should be faster.
Thank you for reading and sorry for mistakes.
