How about some form of attrition when sieging planets that is proportional (or even exponential) to the size of the fleet. That way at least there is trade-off between damage taken and time taken. If this is combined with increased capacity to recover from defeats (lower cost ships), increased effectiveness of raids (ship to station cost ratios) and better land combat mechanics (so I cant just land 30X clone troopers and crush any defense) then it should make warfare far more tactical.
Descisions then include - should I seige this planet and take damage or just look to attack economic resources? Should I split my fleet and risk having the small seige fleet attacked while it is vulnerable or should I suck up the damage and keep my fleet together? Should I ignore raids and go for quick conquests of planet or should I split my fleet to chase raiders? Should I concentrate my fleet and attempt to force a decisive battle or split my fleet and raid? Should I settle for a small victory, taking a single planet or even just humiliating the empire and keep my fleet undamaged or should I go for a total victory, taking 6 planets, but risk my fleet being worn down and destroyed peicemeal, leaving me vulnerable?
In an ideal world each of these descisions would be playable and situation dependent (no one size fits all approach - I would HATE to see deemstacks replaced with micro-hell rainding as the only playable option).
So my suit of changes would be:
Cheaper ships (so a fleet does not represent 20 years income)
Damage from sieging planets related to fleet size
Improved ground combat formulas to reduce the benefits of massive ground attack swarm (combat widths could fix this) - storming a large, shielded planet should be nearly impossible
Lower fleet caps in late game so fleets are more manageable
Adjusted combat values for ships to take the above into account
If done correctly this sould be sufficient to weaken doomstacks as a tactical option.
As an additional bonus this makes fleet cap, build time and ship speed (faster small ships for raiding, capital ships for space battles and seiges) far more improtant. As it is, the only thing you need to know is dps, hull and mineral cost to calculate optimal build which will always give a single optimised solution to what to build.
Descisions then include - should I seige this planet and take damage or just look to attack economic resources? Should I split my fleet and risk having the small seige fleet attacked while it is vulnerable or should I suck up the damage and keep my fleet together? Should I ignore raids and go for quick conquests of planet or should I split my fleet to chase raiders? Should I concentrate my fleet and attempt to force a decisive battle or split my fleet and raid? Should I settle for a small victory, taking a single planet or even just humiliating the empire and keep my fleet undamaged or should I go for a total victory, taking 6 planets, but risk my fleet being worn down and destroyed peicemeal, leaving me vulnerable?
In an ideal world each of these descisions would be playable and situation dependent (no one size fits all approach - I would HATE to see deemstacks replaced with micro-hell rainding as the only playable option).
So my suit of changes would be:
Cheaper ships (so a fleet does not represent 20 years income)
Damage from sieging planets related to fleet size
Improved ground combat formulas to reduce the benefits of massive ground attack swarm (combat widths could fix this) - storming a large, shielded planet should be nearly impossible
Lower fleet caps in late game so fleets are more manageable
Adjusted combat values for ships to take the above into account
If done correctly this sould be sufficient to weaken doomstacks as a tactical option.
As an additional bonus this makes fleet cap, build time and ship speed (faster small ships for raiding, capital ships for space battles and seiges) far more improtant. As it is, the only thing you need to know is dps, hull and mineral cost to calculate optimal build which will always give a single optimised solution to what to build.