Doomstacked Doomstack Doom-Thread: ReDoox

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Imperator Yggdrasil

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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 :)

I've seen people here struggling to come up with various solutions, from soft caps to hard caps, slowing down of all FTL's and more. Now, without disrespecting the other suggestions, i think i have a simple and elegant solution of my own that does not involve any nerfing, limitations and the likes of it.

And here it is.... *drumrolls*... Flanking Bonus. That's it. Simple as that. Add a small bonus to flanking an enemy stack (Say, 10-15%) and Doomstacks will be more easily countered.

EDIT: To add to the above suggestion and to discourage repeated combine/split actions - flanking bonus should be tied to admirals, and a cooldown for sending admirals across the galaxy based on distance should be reintroduced (to a maximum of say, a month, and decreasable by various techs)

Any thoughts?
This is probably the most sensible solution to encourage more varied usage of fleets. And it would logically make use of the existing (albeit vestigal) leader transfer delay mechanic. Only question is, how would the game calculate whether flanking was taking place? Would it just having multiple fleets with admirals in the fight (which would also be exploitable), or based on ship position (means more code and calculations)?
 

Equalsun

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This is probably the most sensible solution to encourage more varied usage of fleets. And it would logically make use of the existing (albeit vestigal) leader transfer delay mechanic. Only question is, how would the game calculate whether flanking was taking place? Would it just having multiple fleets with admirals in the fight (which would also be exploitable), or based on ship position (means more code and calculations)?
There's an overview on the previous page, with links and reasoning as to why flanking does not solve (and potentially even exacerbates) the doomstack problem. I'd recommend reading that to answer your questions.
 

Challenge

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From a gameplay perspective it might make a workable mechanic, but not based on realism.

You can't really use sci-fi like Star Wars or Star Trek as examples, because they simply sacrifice realism for something more interesting to look at. Realistically a space battle wouldn't be all that interesting to look at, there would be hundreds of kilometers between individual ships within a fleet, and tens of thousands kilometers between the fleets, and that's short range. It would be extremely dumb of a fleet commander to not have his ships focus their fire in order to destroy them as fast as possible. Individual ships going at each other is a terrible way to fight if you want to win, and it only really works if your opponent does the same, which he wouldn't.

Doesn't mean it would be bad as a mechanic, just not justified with realism.

What interstellar space fleet were you fighting with before you came to live on Earth?

We here on Earth have no real experience fighting with massed ships in space so we only have theoretical concepts to work from. Both the individual ship to ship and the concentrated fleet firepower at a single target have merit and validity. o_O
 

Imperator Yggdrasil

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There's an overview on the previous page, with links and reasoning as to why flanking does not solve (and potentially even exacerbates) the doomstack problem. I'd recommend reading that to answer your questions.
Somehow I missed that important post, makes some pretty good points against flanking that were along the lines of my own concerns. Did see one particularly interesting idea on there:
  • More cost-effective Defensive fleets that can't leave an Empire's borders.
    • Extremely arbitrary and can't chase enemies, only attractive to pacifists.
Listen, what if sectors could allowed to build these defensive fleets (with a checkbox)? And they wouldn't count against your fleet capacity (just an internal limit per sector), nor would you be the one to pay maintenance on them (the sector would). Only, I feel you'd have to be allowed to control these yourself for them to really be worthwhile, except they naturally wouldn't be able to leave the sector they protect.
 

Equalsun

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Somehow I missed that important post, makes some pretty good points against flanking that were along the lines of my own concerns. Did see one particularly interesting idea on there:
Listen, what if sectors could allowed to build these defensive fleets (with a checkbox)? And they wouldn't count against your fleet capacity (just an internal limit per sector), nor would you be the one to pay maintenance on them (the sector would). Only, I feel you'd have to be allowed to control these yourself for them to really be worthwhile, except they naturally wouldn't be able to leave the sector they protect.
Yes, please! Though I wouldn't want to directly control them (that would be some interesting, situation-specific micro). I'd just program the fleets so that they evade larger fleets, try to safely eliminate smaller ones (program them to only engage if a doomstack is more than 1 jump away, to prevent exploiting this AI), and follow the player's fleets if they enter the Sector's space. That way you have passive defenders against marauding enemy science vessels and single-ship planet sieges, and a little bit of extra fleet power if you engage in a sector.
 

Imperator Yggdrasil

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Yes, please! Though I wouldn't want to directly control them (that would be some interesting, situation-specific micro). I'd just program the fleets so that they evade larger fleets, try to safely eliminate smaller ones (program them to only engage if a doomstack is more than 1 jump away, to prevent exploiting this AI), and follow the player's fleets if they enter the Sector's space. That way you have passive defenders against marauding enemy science vessels and single-ship planet sieges, and a little bit of extra fleet power if you engage in a sector.
You know, that's a good point, manual control wouldn't be necessary if they followed these patterns. And you could already control if they followed your own fleets using the existing "Take Point" button. Plus, this would make sectors a little more appealing since they'd offer some extra defensive fleet power. Might actually be tempted to zone sectors in a less border-gory fashion too -- since right now I have little reason to let them have resource-rich systems -- just so they'd help protect those systems.
 

Belaaron

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Ultimately, fleets and ships are still kind of just plain broken. There's probably not a way to fix their current state, instead requiring a total rework. Case in point...the functionality of shields and armor are completely backwards. PD is mostly on-point, although the relationship between it and the way missiles work (torpedoes need to go, as there's no practical, functional difference between missiles and torpedoes in space), as well as strike craft, is still quite broken. Currently, the only worthwhile missile weapons are the energy torpedoes, because they can't be targeted by PD...AND they completely wreck shields (all of which is entirely stupid and should be removed, but whatever).

There's probably no good fix, so long as people keep thinking that 40k and Star Wars are actually any good.
 

Equalsun

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There's probably not a way to fix their current state, instead requiring a total rework.
Have you not read the rest of the thread..? There are plenty of ideas that would improve the combat in this game to reasonable levels, not need to be extreme about things.
The functionality of shields and armor are completely backwards.
Would you care to elaborate? I can only say "I don't agree" to this, as you don't provide why it is broken.
(torpedoes need to go, as there's no practibal, functional difference between missiles and torpedoes in space)
Missiles explode upon impact, while torpedoes penetrate before detonating...
(all of which is entirely stupid and should be removed, but whatever).
You have to sacrifice medium and large slots for torpedo slots, so they aren't overpowered- they're just different.
There's probably no good fix, so long as people keep thinking that 40k and Star Wars are actually any good.
Oh, so it was all simply you expressing your dislike of popular science fiction and space combat... I believe that this is the wrong thread for that. May I recommend a blog next time?
 
Last edited:

Drowe

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What interstellar space fleet were you fighting with before you came to live on Earth?

We here on Earth have no real experience fighting with massed ships in space so we only have theoretical concepts to work from. Both the individual ship to ship and the concentrated fleet firepower at a single target have merit and validity. o_O
A working understanding of math and physics. To evade a laser fired at you from 1 light second distance, you have 2 seconds to alter your course by half the width of your target profile, let's assume a decent amount of acceleration, you need roughly 10 m/s² to escape earths gravity, so let's take 500 m/s² as your rate of acceleration, that means everyone in your ship would feel like they were on a world with 50 times the gravity on earth, so you would definitively need artificial gravity or inertial dampeners for that. Say you are in a sleek and fast corvette, and it has a target profile of 50m. To avoid being hit, you need to move at least 25m perpendicular to your trajectory, with that acceleration it's really easy, you need only about 12.5 m/s² acceleration or about 2.5% of what you can do, at half the distanc you already need 10% of your maximum acceleration, at a quarter the distance you need 40% of your maximum acceleration and at 0.15 lightseconds you can no longer evade the beam, that's still over 45.000 km or roughly the circumference of earth and a bit of slack. And that's with just one ship shooting at you, if there are multiple, they will hit earlier. And something 10 times the size would need 10 times the acceleration to get that close, so with the same acceleration you could only reach 150.000 km before hits are virtually guaranteed.

The energy required to accelerate a 2000 t spaceship at 500 m/s² is about 250 GJ or if that helps you more, it's 250 billion Watt per second, which I would say is quite reasonable if you have an antimatter engine, it would be about 10g of antimatter per hour, probably a lot more, since that assumes 100% efficiency, which is something you don't get, but still within reasonable boundaries. Given the timeframes we have in Stellaris, it's less reasonable though, it takes about a week to move from the star to the edge of a system, at those kinds of accelerations it should take much less time.

The second thing, why that kind of combat is not likely to happen, is that concentrated fire on a few enemy ships at a time has much better results than going one on one. You are more likely to hit from further away, and you're also taking out enemy ships faster that way, and a destroyed ship can't shoot at you. If you can take out enemy ships just a little bit faster than they can, then you win by a large margin. It's essentially Lanchester's square law again, if you can kill 11 ships in the same time as your enemy kills 10, then you will keep killing more than he does for the whole duration of the battle, which will let you keep a decent portion of your fleet alive by the time your enemy is destroyed. And if your enemy is stupid and tries that tactic, he will lose much more than you, he might not even kill any of your ships before all of his are destroyed.
 

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Love all the numbers. At least the engineers at NASA sounded a bit less pompous when I was translating for non-technical readers. However accurate the math is, it still comes down to supposition of how it might work -- not will work. Much depends on the capability of the weapons involved. Given that you are discussing energy weapons requiring a lot more than a few hits to annihilate a target, concentrated fire would be most effective -- but only if you out number your opponent. The smaller force given the same weapon capability could not allow that to last very long or it becomes a last stand scenario. Which is what we get.

Part of the equation you seem to leave out is the rapidly changing vectors of any given ship to the rest of its fleet as it evades weapon fire. Each ship's acceleration would vector it away from the rest of the pack and over time would cause the battle to spread out into isolated ships dueling each other as the fleets try to reform -- or just duke it out themselves. The initial exchange would possibly begin as you describe with the enemy attempting to concentrate fire on the opponent's largest ships (not corvettes).

Unfortunately the limited tactical choices in Stellaris put the smallest and easiest destroyed corvettes into the enemy's range first. Without heavy support they get picked off by larger numbers while the heavier ships sit back waiting for something to shoot at. Whoever has the highest number of small screeners will win the initial attrition fight and leave the next tier to fall prey to the numbers. This is why doomstack battle outcomes are pretty easy to predict. As someone pointed out earlier, with a higher quantity of corvettes against fewer, higher-tech cruisers the corvettes are most likely the winners -- even if the total fleet point value of the cruisers is somewhat higher.

You will notice small amounts of damage on multiple ships as the fleets engage. This results from firing at ships across the battle front as they come into range. But once fully engaged, fire will be concentrated at individual ships -- you can watch as the HP bar drops like a stone. Ships that fired over kill shots -- ones where the damage is hitting an already dead target are wasted. So more ships simply means that I can waste more firepower flogging dead horses than the small fleet can and get away with it.

This is the flaw in the concentrated fire tactic: It only works if you a) have a higher number of ships, or b) you have a well developed command and control system so you don't waste any shots. Since Stellaris does not have b), we end up with a) almost always winning the fight.
 

ondys

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I believe this is the only reasonable solution that would reduce importance of doomstacks. As long as there is practically no consequence for losing systems, bullstack is simply going to be the best strategy to use. It would be the same in real warfare as well. Adding defensive fleets would make bullstacks even more important. I would actually go even farther than the proposed solutions and I would make planetary bombardment much more impactful by adding options to wipe out population or turning the planets to tomb/barren worlds (seriously, how many nuclear missiles would it take to destroy all life on a planet, not to mention more advanced techs). Any such event or conquest of a planet would then impose harsh happiness penalties on nearby systems that would only increase as more planets are raided. This could lead to pops fleeing from these planets if they are unguarded or even rebelling against or ceding from the empire. In such cases players and AIs would be basically forced to have multiple offensive and defensive fleets. Bullstack would still be the best option to win any battle but what's the point if the rest of your empire crumbles in the interim.
 

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Love all the numbers. At least the engineers at NASA sounded a bit less pompous when I was translating for non-technical readers. However accurate the math is, it still comes down to supposition of how it might work -- not will work.
I'll ignore that because it does contribute nothing, it's a personal dig at me and I responded to the first already, when I should have ignored it.

Much depends on the capability of the weapons involved. Given that you are discussing energy weapons requiring a lot more than a few hits to annihilate a target, concentrated fire would be most effective -- but only if you out number your opponent. The smaller force given the same weapon capability could not allow that to last very long or it becomes a last stand scenario. Which is what we get.
Yes I have used energy weapons as my example, because they are a known factor, there is no way of knowing the muzzle velocity of projectile weapons. Since I granted 50 G acceleration to ships, something that a human can't withstand without some form of inertial dampening, I'm willing to go quite high with the muzzle velocity too, which would compensate that. And missiles can only really be used in large numbers, or they get picked off by point defense. Then there is the issue that the acceleration needs to be in a direction other than the trajectory the ship is going, that means you need omnidirectional thrust, because if you have to turn the ship before you can apply thrust, then you won't be able to change direction before you are hit, even with something slower than lasers.

Part of the equation you seem to leave out is the rapidly changing vectors of any given ship to the rest of its fleet as it evades weapon fire. Each ship's acceleration would vector it away from the rest of the pack and over time would cause the battle to spread out into isolated ships dueling each other as the fleets try to reform -- or just duke it out themselves. The initial exchange would possibly begin as you describe with the enemy attempting to concentrate fire on the opponent's largest ships (not corvettes).
I disagree on that, if you accelerate away from one ship you will accelerate towards another ship, unless you are at the edge of the fleet. Statistically speaking, all those differing vectors should cancel each other out, not lead to spread out fleets. That assumes omnidirectional thrust of course. If you don't have that, then the fleet will spread out of course, but ships will have more predictable flight paths and therefore are easier to hit from further away, so going for one on one fights is less likely to happen.

Unfortunately the limited tactical choices in Stellaris put the smallest and easiest destroyed corvettes into the enemy's range first. Without heavy support they get picked off by larger numbers while the heavier ships sit back waiting for something to shoot at. Whoever has the highest number of small screeners will win the initial attrition fight and leave the next tier to fall prey to the numbers. This is why doomstack battle outcomes are pretty easy to predict. As someone pointed out earlier, with a higher quantity of corvettes against fewer, higher-tech cruisers the corvettes are most likely the winners -- even if the total fleet point value of the cruisers is somewhat higher.
The reason for why numbers win the game is Lanchester's square law, reducing the enemy numbers as fast as you can is very important, especially if you have lower numbers than the enemy. Because should it devolve into individual ships fighting, the smaller numbers are still screwed, since if that happens, some of the smaller fleet's ships will be in a two on one situation, those ships will get destroyed faster, and for each ship they destroy, they create two more two on one situations, which would make closing range a bad idea, since it means you can't flee without being in range for a longer time.

You will notice small amounts of damage on multiple ships as the fleets engage. This results from firing at ships across the battle front as they come into range. But once fully engaged, fire will be concentrated at individual ships -- you can watch as the HP bar drops like a stone. Ships that fired over kill shots -- ones where the damage is hitting an already dead target are wasted. So more ships simply means that I can waste more firepower flogging dead horses than the small fleet can and get away with it.
The targeting AI takes into account if incoming damage exceeds target hull points, when deciding whether to change targets or not, so you won't waste that much firepower on an already certainly dead target. You can look it up, it's moddable. It also doesn't matter, even if you do waste some shots, killing a target is worth much more than a salvo of shots that may or may not go to waste. If you land a killing blow, the target won't shoot back anymore and you have one less target to choose from, if you shoot at a different target because incoming fire should be enough to kill it, and then it doesn't quite kill it, you still have that target, it can still shoot back and its shields could regenerate, requiring more damage to hit it.

This is the flaw in the concentrated fire tactic: It only works if you a) have a higher number of ships, or b) you have a well developed command and control system so you don't waste any shots. Since Stellaris does not have b), we end up with a) almost always winning the fight.
Not really, focused fire is also useful if there is a chance that you will miss your target or if the damage you do is variable. If one salvo of one ship can do between 5% and 10% damage to a ship, and both sides have 20 ships, then those 20 ships will kill one ship per salvo with focused fire, that is guaranteed, or they could try to kill two ships which but neither of which is guaranteed to be a kill, in fact it is virtually certain that neither one is a kill, on average you have 7.5% damage per shot, so if all twenty ships fire on one ship, on average they would do 150% of the required damage, but it could also be just enough. If you had 15 ships fire on one ship and 5 on another, on average you should kill one ship and damage another, but you might not, giving that ship a chance to shoot at you again. But if you don't focus at all, you could kill your first ship after 10 salvos in the best case, and lose at least 10 ships in the same time, by 15 salvos you are likely to kill all ships, you are still shooting at, which would be 5 by that time. So you would have turned an even fight into a slaughter, just by choosing not to focus your fire while your enemy did. I don't care to do the calculations on which version of focused fire is better, but it's definitely a better choice to focus on killing ships than spreading your fire across the whole fleet.
 

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Your key challenge to my disbursal argument was that "statistically" the movements would average out. Statistically speaking a person with his head on a block of dry ice and his feet in a blast furnace is, on average, feeling just fine :(. And yes, I know it is a fallacious argument, as is just about any argument based solely on statistical analysis without accounting for real world issues. As with all uses of statistics things are rarely what they would mathematically appear to be.

At any range under a minimum of 300,000 km (1 light-second) missing might be a rare thing since dodging would really, as you pointed out, not be useful due to the toothpaste tube effect upon the crew. I would, however, like to point out that in all the tests of the Space Defense System (Reagan's Star Wars Defense) firing at known targets, at known trajectories, there was only 1 hit, and that was a really close in shot. Hitting something at high velocity and range just isn't all that easy -- you have to lead your target by the distance it will travel by the time the energy beam gets there, so I don't have to dodge by all that much -- less than one degree on the trajectory will be a considerable change from projected location at firing. Please don't say that tracking tech will be better, because so will evasive technologies such as stealth and ECM.

I agree that missiles and projectiles will be useful only as closer ranged weapons, except for missile tracking making them possible medium ranged and, as you say, PD systems might eat them alive.

This is about combat in Stallaris. In the game, the larger doomstack wins. Even with differences in technology or ship size (within reason) favoring the smaller stack, ship quantity matters more than quality. This is the issue, not how you array the fleet. There is only one way for ships to behave based on the size of the ship, so there is no tactical control. Of course fleets will concentrate fire, it's programed that way; of course the side with the least ships -- even bigger ones -- will loose just about every time. The issue isn't which of us is right or wrong, the issue is how does this fit any notion of strategy?
 

Equalsun

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Okay, before I start this... Please teach me how to quote individual sections of text easily. The last time I dissected a post to address individual points it took dozens of minutes to format, so for this I'll just have my responses within your quote in bold.

I'll ignore that because it does contribute nothing, it's a personal dig at me and I responded to the first already, when I should have ignored it.

Yep, kind of an unnecessary and ineffective dig, in fact. The numbers are critical to your point, and therefore must be said.

Yes I have used energy weapons as my example, because they are a known factor, there is no way of knowing the muzzle velocity of projectile weapons. Since I granted 50 G acceleration to ships, something that a human can't withstand without some form of inertial dampening, I'm willing to go quite high with the muzzle velocity too, which would compensate that. And missiles can only really be used in large numbers, or they get picked off by point defense. Then there is the issue that the acceleration needs to be in a direction other than the trajectory the ship is going, that means you need omnidirectional thrust, because if you have to turn the ship before you can apply thrust, then you won't be able to change direction before you are hit, even with something slower than lasers.

Not necessarily- a ship would only need maneuvering thrusters and a main engine, or even just a main engine. After all, to change direction all a vessel needs to do is adjust the direction the main engine thrust is propelling it, and the direction of acceleration changes. For example, if a vessel is on a path and needs to change course to avoid potential incoming fire, with your 50G acceleration all it needs to do is pitch up five degrees with maneuvering thrusters and start a main burn. One second later it will be moving at 42.7 m/s along the y-axis more than its previous vector, meaning that unless the energy weapon fired at their previous estimated position is a laser with a 100-meter-diameter still possessing enough energy to melt the ship in a fraction of a second, or if they correctly estimated the course change and tracked the laser along the vector, transferring energy for longer, the ship will survive or suffer extremely minor damage. Remember, in space combat with lasers you're generally light-seconds or light-minutes apart, meaning you must shoot at where you estimate your target will be in x amounts of seconds, rather than shoot at where they are.

As a side note, omnidirectional thrust would be such a wasteful ship design it shouldn't even be considered. The amount of space devoted to engines on every side of the ships would be far better used as armour, weapons, or shield systems.


I disagree on that, if you accelerate away from one ship you will accelerate towards another ship, unless you are at the edge of the fleet. Statistically speaking, all those differing vectors should cancel each other out, not lead to spread out fleets. That assumes omnidirectional thrust of course. If you don't have that, then the fleet will spread out of course, but ships will have more predictable flight paths and therefore are easier to hit from further away, so going for one on one fights is less likely to happen.

As I've stated, omnidirectional thrust is unrealistic. Equally powerful engines on all sides of a ship are simply not as efficient as just maneuvering thrusters and a larger engines, even accounting for the increased maneuverability an omnidirectional system would give, especially in slowing down.

The reason for why numbers win the game is Lanchester's square law, reducing the enemy numbers as fast as you can is very important, especially if you have lower numbers than the enemy. Because should it devolve into individual ships fighting, the smaller numbers are still screwed, since if that happens, some of the smaller fleet's ships will be in a two on one situation, those ships will get destroyed faster, and for each ship they destroy, they create two more two on one situations, which would make closing range a bad idea, since it means you can't flee without being in range for a longer time.

Unless you have absolutely perfect fleet-wide communication run by auto-targeting AI, the organization of this is somewhat questionable. Likely, task groups of multiple ships would be assigned to take out task forces of opposing ships, and the estimation of enemy positions could potentially be more likely when shooting between them (both are likely to change course to that location, as opposed to bracketing a single ship regardless of other enemy ship's positions). While in a perfect Stellaris world a fleet would eliminate enemy ships one-by-one to reduce incoming fire, in the real world it would be worth simply damaging enemy vessels to reduce their combat effectiveness. Every shot hit damages a weapons port, shield generator, or vents atmosphere.

The targeting AI takes into account if incoming damage exceeds target hull points, when deciding whether to change targets or not, so you won't waste that much firepower on an already certainly dead target. You can look it up, it's moddable. It also doesn't matter, even if you do waste some shots, killing a target is worth much more than a salvo of shots that may or may not go to waste. If you land a killing blow, the target won't shoot back anymore and you have one less target to choose from, if you shoot at a different target because incoming fire should be enough to kill it, and then it doesn't quite kill it, you still have that target, it can still shoot back and its shields could regenerate, requiring more damage to hit it.

Again, this seems like a problem with shots that damage instead of killing not impacting the battle in any way, other than reducing hull or shield points. What you're looking for is a mechanic to reduce combat effectiveness (less damage output) according to damage, not justification of why elimination is the better alternative.

Not really, focused fire is also useful if there is a chance that you will miss your target or if the damage you do is variable. If one salvo of one ship can do between 5% and 10% damage to a ship, and both sides have 20 ships, then those 20 ships will kill one ship per salvo with focused fire, that is guaranteed, or they could try to kill two ships which but neither of which is guaranteed to be a kill, in fact it is virtually certain that neither one is a kill, on average you have 7.5% damage per shot, so if all twenty ships fire on one ship, on average they would do 150% of the required damage, but it could also be just enough. If you had 15 ships fire on one ship and 5 on another, on average you should kill one ship and damage another, but you might not, giving that ship a chance to shoot at you again. But if you don't focus at all, you could kill your first ship after 10 salvos in the best case, and lose at least 10 ships in the same time, by 15 salvos you are likely to kill all ships, you are still shooting at, which would be 5 by that time. So you would have turned an even fight into a slaughter, just by choosing not to focus your fire while your enemy did. I don't care to do the calculations on which version of focused fire is better, but it's definitely a better choice to focus on killing ships than spreading your fire across the whole fleet.

Again, this is all about how simply damaging a ship is worthless, which could be solvable with a realistic addition such as the one I suggested.


All in all, what you are saying is correct in the current Stellaris mechanics, as they don't take into account damage when determining damage output per vessel. However, instead of shooting down a concept for missing an aspect that would make more balanced, attritional combat viable, I'd say add in modifiers reducing damage output according to how many hull points are lost on the vessel. This would solve the problem of focused fire being the only way to decrease fleet strength, meaning that Stellaris could move to battles in which fleets are damaged, not eliminated. This would remove the problem of empires not being able to come back from decisive battles, and allow smaller fleets to engage in attrition battles with larger forces. I hope this helps- If I rambled, it's because I'm on a time limit to type this. Sorry :p
 

HugsAndSnuggles

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Armies used to ransack enemy infrastructure? Or something along those lines. The point is: using something other than your military fleet to damage your enemy. This should make your military fleet not the only viable target in war (after all: what could possibly be more important than making enemy unable to strike back?).
Obviously, doesn't have to be armies, doesn't have to be infrastructure or ranscaking - just an example of what could be made with minimal changes.

The second thing, why that kind of combat is not likely to happen, is that concentrated fire on a few enemy ships at a time has much better results than going one on one. You are more likely to hit from further away, and you're also taking out enemy ships faster that way, and a destroyed ship can't shoot at you.
If you were debating realistic: damaged ship will be less effective (might not be in condition to shoot back at all), so if you spread fire: you either get dozen less effective ships or ten fully functional ones - what is likely to do more damage is debatable (not to mention there'll be a need for repairs if damaged ones survive). In Stellaris and most games all units are a peak efficiency until dead, hence the need for focus fire.

Edit:
At any range under a minimum of 300,000 km (1 light-second) missing might be a rare thing since dodging would really, as you pointed out, not be useful due to the toothpaste tube effect upon the crew.
Assuming perfected targeting computers. Detection is not as trivial as some believe, otherwise scientists would not be debating theoretical existence of 10th planet, instead they'd have proof.
 
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Drowe

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Your key challenge to my disbursal argument was that "statistically" the movements would average out. Statistically speaking a person with his head on a block of dry ice and his feet in a blast furnace is, on average, feeling just fine :(. And yes, I know it is a fallacious argument, as is just about any argument based solely on statistical analysis without accounting for real world issues. As with all uses of statistics things are rarely what they would mathematically appear to be.
If you accelerate in random directions multiple times in a row, that is a behaviour that can be described by statistics, no other model will have a better prediction of where you ultimately will end up, especially if you have a fleet of ships all doing the same thing independently from each other. That is not a fallacious use of statistics.

You can argue that the movement isn't random if a human is making the decisions, and you'd be right, but at the same time, if the person in charge of making the course changes had to think about them, then they wouldn't happen fast enough to evade. And if an AI was in charge of controlling it, then either a pattern emerges or it is truly random and follows the statistical model.

At any range under a minimum of 300,000 km (1 light-second) missing might be a rare thing since dodging would really, as you pointed out, not be useful due to the toothpaste tube effect upon the crew. I would, however, like to point out that in all the tests of the Space Defense System (Reagan's Star Wars Defense) firing at known targets, at known trajectories, there was only 1 hit, and that was a really close in shot. Hitting something at high velocity and range just isn't all that easy -- you have to lead your target by the distance it will travel by the time the energy beam gets there, so I don't have to dodge by all that much -- less than one degree on the trajectory will be a considerable change from projected location at firing.
Comparing humanity's first trials using space weaponry to something an actual space based military uses is not all that useful, that's like comparing a 15th century cannon with modern artillery.

I know you have to shoot at where the target is going to be and not where you see it, that's not a novel concept.

Changing course by one degree or less is all well and good, but the faster you go, the more thrust you need to do that. If you go 1 m/s and apply 1 m/s² of acceleration for 1 s, you have changed course by 45°, if you do the same when you're moving with 2 m/s then you only change your course by 22.5° and in both cases you only end up 1 m from where you would have been if you hadn't applied any thrust. You can therefore disregard your velocity when it comes to evading incoming fire, only your acceleration and the time you have to accelerate matter.

Please don't say that tracking tech will be better, because so will evasive technologies such as stealth and ECM.
Stealth in space is a myth, as long as there is no stealth technology in the game, I will not count it as an option. ECM might or might not work, depending on what the opponent uses to target you. If they can do that with passive sensors, then no, if they use something like radar, then yes. What I was going to say is, that accuracy of such weapons will be much better as well as much better targeting computers and optical scanners.

I agree that missiles and projectiles will be useful only as closer ranged weapons, except for missile tracking making them possible medium ranged and, as you say, PD systems might eat them alive.
I didn't say that, it depends very much on the velocity of projectiles and rate of acceleration the ships can achieve if you can accelerate the projectiles to half the speed of light, you can reliably hit something from quite far away. And if the target can only achieve 1 G of acceleration, your effective range is larger as well. And the faster your missiles are, the fewer you need to overwhelm PD, you still want to shoot large quantities though.

This is about combat in Stallaris. In the game, the larger doomstack wins. Even with differences in technology or ship size (within reason) favoring the smaller stack, ship quantity matters more than quality. This is the issue, not how you array the fleet. There is only one way for ships to behave based on the size of the ship, so there is no tactical control. Of course fleets will concentrate fire, it's programed that way; of course the side with the least ships -- even bigger ones -- will loose just about every time. The issue isn't which of us is right or wrong, the issue is how does this fit any notion of strategy?
I'll repeat it again, this has absolutely nothing to do with Stellaris, this is a characteristic of battles with modern weapons. The relative power of a force compared to another increases by the square of their numbers, a force twice as big as another one is not twice as strong, it's four times as strong. However this only applies to forces involved in combat, not to the total forces one side has. This model of combat has been known since 1916. Tactical control might alter the balance but unless the AI is capable of doing that, it will only benefit the player. It's not combat itself that is the problem, though the all or nothing nature of battles contributes to it, the problem is, that there are no strategic targets besides fleets and to a far lesser degree spaceports. Stellaris is not an RTS game where you micromanage your units in tactical combat situations, it's a grand strategy game, your strategic choices are supposed to be made one abstraction level higher. You don't control individual units (at least you're not supposed to) you control fleets and armies. The problem is, that currently there is only one real strategy in a war, and that is kill the enemy fleet, everything else is a sideshow.

Okay, before I start this... Please teach me how to quote individual sections of text easily. The last time I dissected a post to address individual points it took dozens of minutes to format, so for this I'll just have my responses within your quote in italics.
By selecting the part you want to quote, which should open a little button thingy that says quote|reply, quote adds it to multiquote and reply adds it directly to the comment box.

Not necessarily- a ship would only need maneuvering thrusters and a main engine, or even just a main engine. After all, to change direction all a vessel needs to do is adjust the direction the main engine thrust is propelling it, and the direction of acceleration changes. For example, if a vessel is on a path and needs to change course to avoid potential incoming fire, with your 50G acceleration all it needs to do is pitch up five degrees with maneuvering thrusters and start a main burn. One second later it will be moving at 42.7 m/s along the y-axis more than its previous vector, meaning that unless the energy weapon fired at their previous estimated position is a laser with a 100-meter-diameter still possessing enough energy to melt the ship in a fraction of a second, or if they correctly estimated the course change and tracked the laser along the vector, transferring energy for longer, the ship will survive or suffer extremely minor damage. Remember, in space combat with lasers you're generally light-seconds or light-minutes apart, meaning you must shoot at where you estimate your target will be in x amounts of seconds, rather than shoot at where they are.
Yes, but it still limits where you can go and is slower than accelerating in the direction you want to go, for example you can't burn in the opposite direction from where you are going. Your projected location will be a cone, not a sphere. Omnidirectional thrust could potentially be achieved by a reactionless drive that operates without the need for thrusters, one such things could be projecting an artificial gravity well in the direction you want to go, that always has the same distance to the projector.

Unless you have absolutely perfect fleet-wide communication run by auto-targeting AI, the organization of this is somewhat questionable. Likely, task groups of multiple ships would be assigned to take out task forces of opposing ships, and the estimation of enemy positions could potentially be more likely when shooting between them (both are likely to change course to that location, as opposed to bracketing a single ship regardless of other enemy ship's positions). While in a perfect Stellaris world a fleet would eliminate enemy ships one-by-one to reduce incoming fire, in the real world it would be worth simply damaging enemy vessels to reduce their combat effectiveness. Every shot hit damages a weapons port, shield generator, or vents atmosphere.
One would think that, but it's not actually true. I have run the numbers and even if damaged ships can only do damage relative to their health, numbers still win. I assumed they would operate that way, the task groups themselves will focus their fire though, that translates to the same result on a fleet wide scale. I also don't think battles would be fought over a distance of light minutes, unless you have really slow ships, slow to accelerate that is. I would say a significant fraction of a light second perhaps. And distance between ships on one side would be within real time communication range.

All in all, what you are saying is correct in the current Stellaris mechanics, as they don't take into account damage when determining damage output per vessel. However, instead of shooting down a concept for missing an aspect that would make more balanced, attritional combat viable, I'd say add in modifiers reducing damage output according to how many hull points are lost on the vessel. This would solve the problem of focused fire being the only way to decrease fleet strength, meaning that Stellaris could move to battles in which fleets are damaged, not eliminated. This would remove the problem of empires not being able to come back from decisive battles, and allow smaller fleets to engage in attrition battles with larger forces.
Try to do the calculations yourself, it's actually easier to do if you take battle damage into account than not doing so. It doesn't actually make a difference. Focused fire makes a difference if two forces of equal strength engage in battle, in that case it makes a difference. But when it comes to doomstacks, it doesn't change anything.

Assuming perfected targeting computers. Detection is not as trivial as some believe, otherwise scientists would not be debating theoretical existence of 10th planet, instead they'd have proof.
That possible 9th or 10th planet is extremely cold, it receives very little sunlight, which means it has to generate nearly all the heat it can radiate away itself, either through the decay of radioactive elements or tidal forces. As a consequence it radiates very little, so we might not have sensitive enough equipment to distinguish it from cosmic background radiation. Spaceships on the other hand generate lots of heat, they would be impossible to miss. A single adult human radiates 100 Watt of IR light, and we can detect IR sources radiating 20 Watt at the orbit of Pluto. You might be able to delay detection for a few hours by funneling all that heat into heatsinks, but that has limits, and once that is reached, you'll light up like a signal fire.
 

Silvanel

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First I would like to apologize for not reading entire thread – vast parts of it seems totally off topic, but if someone had similar ideas please point me to it.

Here is my take on Doomstack problem.

Often in strategic games while comparing relative strenghts of given strategies/units what is not considered is how and when they are used. The problem in Stellaris is that the only important thing is the strength of Your fleet. You can move Your fleet fast enough to achieve all Your strategic goals and there are no incentives to split You fleet. This is a movement problem a travel type problem. Just selecting “Hyperlanes only” when creating a Galaxy adds great depth of strategy to game. It creates choke points – sectors important to limiting other races expansions. With Hyperlanes only You can create system fortresses that block enemy and allow You to strike in different areas.

This however alone do not eliminate doomstack in any way. However this open new doors. Thanks to Hyperlanes we can predict a entry point to the system pretty accurately. What we now need are means to exploit it.

-Minefields which would deal massive AEO damage to large fleets thus discouraging moving ships in one stack

-Statis/Time traps capable of catching entire fleets in time trap and making them unable to move for say 6 months or year. Which again would discourage moving everything in one stack.

On top of that.

-Technolgies/events capable of affecting the hyperlane network. Creating new ones, freezing or slowing exisiting ones.

-Making game more dependant on Galaxy map. So some system are much more important not because of their resources but of their position in the Galaxy. Like a “Gatway systems” – travel from those systems could be faster, and more lanes coming out of them.

-Perhaps liming fleet size to certain size. So fleet cannot be say bigger 10k/20k. Or even limiting the admirals ability to command such large fleets, so after a certain point their bonus gets smaller and smaller up to the point it start to be debuff.

-Do not calculate warscore only on battles and planets held. Make it important to hold some points in space/systems. So again You need to split fleets to achieve goals.

-Perhaps a different supply system. So there is no EMPIRE limit but SYSTEM fleet limit. Thus forcing You to have Your fleet divided.


Anyway I would propose that any changes would be directed to playing more of strategic game, to playing more MAP and using map features to Your advantages (like You can in EU for eg.) rather than simply who hah the larger fleet.
 

Phil76

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From a gameplay perspective it might make a workable mechanic, but not based on realism.

You can't really use sci-fi like Star Wars or Star Trek as examples, because they simply sacrifice realism for something more interesting to look at. Realistically a space battle wouldn't be all that interesting to look at, there would be hundreds of kilometers between individual ships within a fleet, and tens of thousands kilometers between the fleets, and that's short range. It would be extremely dumb of a fleet commander to not have his ships focus their fire in order to destroy them as fast as possible. Individual ships going at each other is a terrible way to fight if you want to win, and it only really works if your opponent does the same, which he wouldn't.

Doesn't mean it would be bad as a mechanic, just not justified with realism.

Realism ... is there someone here who has ever seen a real spaceship battle ? o_O

Every games or movie have some "tricks" to justify fleet battles. Most of them suppose that ships fight at speed inferior to light speed.

So let's go with this hypothesis. A huge fleet arrives in a system and encounter another huge fleet. Space between ships is huge (they are all under light speed). I you try to target enemy ships one by one, you make an obvious error (if you don't believe me, study the report from the battle of Jutland and see how a ship which is not under fire is more effective - note: yes Stellaris is not Jutland, but once again, I have books about Jutland, and no experience about space battles). You also must take into account the spacing of ships an the reduced speed : you're certain to have an enormous chaotic battle with each ships trying to fire at the closest target while avoiding fire from the closest enemy. To resume, lots of ships to ships battle, or 2 vs 1 or 3 vs 1, but certainly not all vs 1.

Now you can throw away the "under light speed hypothesis". If so, throw away kinetic weapons. You must also throw away laser and other light based weapons....