We
really need a new thread on this, with a summary of the findings of this thread as the OP.
Here's my current take of
Summary of Reasons Doom-Stacks are The Best™
- Every engagement is a full pitched battle. This makes doomstacking the best because in a pitched battle you want your maximum force there. There's no squadrons of fast torpedo corvettes raiding the lumbering enemy battleship blob with bombing runs.
- There is only one high value target for each side, the enemy fleet. Doomstacking is the safest way to win any war because hostile fleets that are not targeting your fleet can be ignored, and then mopped up.
- Non-fleet defences are useless. Fortresses and starports are speedbumps at best. "The impotency of starports and fortress' means that stellaris does multi-front or pan-galactic war very poorly, as of now your only defensive force is your blob fleet, which is also your offensive fleet." - wastedswan
- A losing fleet loses hard, and is quickly wiped out, this makes smaller fleets suicide because they die so quickly with no chance of reinforcement. Admirals apparently never fight delaying actions in Stellaris. (Related to #1)
- You can't outrun the enemy except with superior technology. Every fleet has the same strategic movement capability and thus the same capability to respond to threats. This is related to #1. Again, there's no squadrons of fast torpedo corvettes raiding the lumbering enemy battleship blob with bombing runs. (if there was, defence stations/forts/platforms might be actually useful.)
- Smaller fleets are currently too risky. See #1, #4 and #5, for reasons why smaller fleets are discouraged, and additionally #2, because there's no incentive.
These reasons are quite varied, and no single change can address all of them. Thus critiquing any suggestion because it will not solve doom-stacking completely is not a valid critique, it must be shown why it would only slightly change the problem, such as that of admiral fleet capacity caps turning the problem into everyone having 2 doomstacks instead of 1.
Summary of Suggested Solutions (and some Problems/Rebuttals)
These are in no particular order.
- Slower FTL
- This doesn't change much, and could make colonisation and exploration slower for no reason.
- This change could scale with ship size, corvettes (And civilian ships) being the fastest, while the increasing sizes of other ships = progressively slower FTL, whether it be windup, cooldown, or transit time. This partially addresses #4
- Admirals as a size limit for fleets
- Not a solution because everyone just has their doomstack turned into 2, 3, or 4 mini doomstacks that behave exactly the same way. Even combined with other changes it would be those other changes having the impact, rather than this one.
- Rebuildable/Reinforcable Fortresses
- Making defences less of a waste of minerals that can't survive encourages people to build them. A fortress that could actually be defended by a friendly fleet rushing to its aid allows smaller fleets to have a 'home turf advantage' from the fortress's firepower.
- This could make defences more annoying
- But defences are supposed to be inconvenient.
- What if fortresses could be captured?
- Directly increase fortress HP/Damage/Power
- This doesn't solve doomstacks itself because the increase in power means that fleets want to concentrate more firepower in order to beat the strong forts, but combined with other factors it could have a place.
- Faster retreat times
- Nobody really wants this, but it's been suggested. Faster retreat times are extremely frustrating and turn warfare into a game of "chase down the enemy fleet" or "run from the enemy doomstack" as soon as one side starts to lose the first battle.
- Flanking Bonuses.
- As far as I can see, the general response to this is that it is a post-hoc mechanic that has more elegant solutions.
- Planets as high value targets
- This seems to be universally accepted as a good idea.
- There's many ways to do this;
- Supply limits/chains. This could really be done well or awfully.
- Done well, supply chain/supply limits discourages sending a doomstack around for every single task, and makes sending a fleet deep into enemy territory a costly endeavour.
- Done poorly this just creates another variation on the doomstack theme that will be immediately min/maxed out again.
- Diminishing firepower returns for large vs small fleets.
- This can be called combat width, coordination penalty, or whatever. Basically it means that larger fleets will still defeat, but not immediately 'delete' smaller fleets. They will kill them more slowly, up to a point (unless the smaller fleet is very significantly smaller in which case it'll still be deleted). This slows down battles a bit and makes splitting fleets up a less risky move. The slowing of battle also means that it's not a great idea to send your whole fleet to kill something a quarter of its size because it'll be tied up for too long in a battle that yes it will win, but it's just so much overkill.
- Hearts of Iron TFH style combat tactics.
- Pretty sure someone suggested this, it seems like it might be good, it could help address issues #1 and #4. It could also make admirals more important. It's related to to "Diminishing firepower returns for large vs small fleets."
Summary End.
But it IS though, it's making defences actually able to be defended. Wouldn't it be great if those minefield stations actually existed for more than 1 day during a war? It makes them far less of a resource drain because yes they can be overrun, but
it means that overrun isn't the same as totally annihilated.
I assume you've forgotten where I stated earlier that no one single change will fix doomstacks, we need many changes. This is one of them. Incentives are another. I've said this already. Additionally, as I said when I first suggested this, there is a cap, a single corvette will still be immediately deleted. Nor does it make larger fleets weaker. It slows down a defeat,
meaning that reinforcement can actually happen. This removes some of the risk of a smaller fleet if it can be reinforced in dire situations, which is a nessecary thing to do. At the moment smaller fleets are too risky.
Yeah it does, as I said before. Partially because most people posting haven't read the thread, and also because every suggestion is met with "This doesn't fix doomstacks!" But like I said, no single change will, multiple changes are required. Carrot
and stick if you will.
Exactly, which is why I suggested the efficiency limitation, as a solution to issue #1.
Exactly.