My main concern with the new fleet cap is UI tools. Balance is always fixable. ( -40% fire rate per friendly fleet in the system?) But I hope we'll be able to set up rallies so we can have a corvette fleet, battleship fleet, etc.
Changing the AI to not play like that, programming it to split up and spread out its fleets, will have no effect on doomstacking. The player will still doomstack. If a game is unbalanced such that one strategy outplays all others in all situations then the problem isn't that the AI uses that strategy, it is the strategy in the first place. AI changes are completely irrelevant to that.
You have contradicted your own argument here. If the problem is that Paper needs buffs, then buff it, changing the AI is irrelevant to that.
Stellaris needs difficulty, and unlike table-top or pen and paper RPGs it is a grand strategy game. That means that difficulty, challenge and forcing you to play strategically plays a bigger impact than an RPG. Having the AI play sub-optimally, and in this case play really badly, is completely contradictory to the nature of the game, you end up with less strategy not more.
While the devs may not have found it fun for the AI splitting and destroying all your mining bases simultaneously fun, though I would be willing to wager it was due to it being imbalanced in scale at the time coupled with the habituated play of required doomstacking, and the reason it was unfun wasn't because of the change of tactics needed, but the mindless rebuilding afterwards on a large scale
Do you really REALLY want the AI to split it's fleet? Wiz has stated multiple times making the computer perfect micro fleets is trivial, and would be utterly unfun, you declare war against an empire 1/10th your size, this should be easy.
They destroy all your outposts and mining posts in your empire.
If you want more POIs
no it was unfun because it was essentially the same as doomstacks except everywhere. when you had to keep up with a ton of AI fleets, you'd have to pause regularly and figure out how and where to move your counter fleets. It was boring tedium.
you're still just ramming fleets into each other. it's just more tedious.
I've said multiple times that doomstacks aren't an issue because they limit strategy, they're an issue because it's 1 battle and then it's pretty much over. (not in this thread)
I have an idea about POI
why not make mining/science stations more interesting targets.
I always wondered how it is possible to only gather 2-4 rarely more resources from a planet/star compared to a medium colonized planet. Even whole system do not produce resources in such a scale as that one single planet
When the game starts each mineral counts. It is well balanced for 2-3 minerals a month at the start of the game. But later? It is so little. Why we can’t upgrade mining/science stations to 2nd 3rd or 5th level.
If it cast some money, took time (during upgrade you won’t get resources) but reward a player with additional amount of resources produced at each level. So a 1 lvl mining station produce 2 , then 4, 6, 8, 10 (as planet mining stations they would be researchable). Imagine level 1 that produce 6 minerals - then you would get 12, 18, 24, 30! Losing all resource stations in some uninhabited but mineral heavy system (which produce the same amount of resources as a fully developed planet) would hurt player a lot. This way each system becomes more important , and you have your POI in plenty
this of course would require economy rebalance and costs but is doable.
yesSo because the game would require more pausing to sort out a situation or two during war, the game becomes tedious?
yes
it's doomstack issues x20 or so.
i prefer doomstacks over having 20 or so fleets wandering around with no mechanical changes.you seem to be arguing we shouldnt have fleets period, it would be interesting to see your ideas of how to fix the issue.
I am convinced the new FTL and bases Systems are about solving issues inherent in teh "Doomstack Solution" as well.no it was unfun because it was essentially the same as doomstacks except everywhere. when you had to keep up with a ton of AI fleets, you'd have to pause regularly and figure out how and where to move your counter fleets. It was boring tedium.
While I'ld go slightly less on the multipliers (150-300% rather than 200-500%) so as to make a more tall vs wide thing and be a LONG investment, but it could have some uses.but I would make the last tier require a planet in the system just to make an interesting balance choice of terraforming & colonising 8-tile planets vs lower tier stations. Those tiers would ofc be linked to the relevant building tier, but it would certainly make certain systems more wanted, especially if the new star ports have some sort of resource gathering buff. The research station one would be linked to the lowest tier, or a new neutral one.I have an idea about POI
why not make mining/science stations more interesting targets.
I always wondered how it is possible to only gather 2-4 rarely more resources from a planet/star compared to a medium colonized planet. Even whole system do not produce resources in such a scale as that one single planet
When the game starts each mineral counts. It is well balanced for 2-3 minerals a month at the start of the game. But later? It is so little. Why we can’t upgrade mining/science stations to 2nd 3rd or 5th level.
If it cast some money, took time (during upgrade you won’t get resources) but reward a player with additional amount of resources produced at each level. So a 1 lvl mining station produce 2 , then 4, 6, 8, 10 (as planet mining stations they would be researchable). Imagine level 1 that produce 6 minerals - then you would get 12, 18, 24, 30! Losing all resource stations in some uninhabited but mineral heavy system (which produce the same amount of resources as a fully developed planet) would hurt player a lot. This way each system becomes more important , and you have your POI in plenty
this of course would require economy rebalance and costs but is doable.
If you want more POIs, why not have planet bombardment/occupation hit faction happiness. Planet full of materialists getting assaulted without you stepping in? Entire faction gets -5% happiness, decreasing for the next X years. (rough idea) Suddenly defense matters more and being able to attack enemy planets with quick strikes becomes a viable strategy to crash their economy.
You do realize fronts in land war are XIX-century invention? And they might actually be already song of the past? (with rest of quote I agree)Obviously, in space, you don't really have fronts like a land war. But that doesn't remove the problem of defending your border. Now ships auto-enter combat if they get close enough, and cannot disengage except manually with emergency FTL. So a scouting fleet just hanging out in a border system is easy prey. Small fleets cannot do anything to large fleets.
Seven. https://forum.paradoxplaza.com/foru...om-thread-redoox.991261/page-46#post-22815629There seem to be three main reasons that have been identified so far as to why Doomstacks happen currently. 1 The AI doomstacks consistently so therefore the player must also doomstack. 2. Combat is essentially all or nothing (they look to be adding changes to this aspect) 3. No significant POIs besides enemy fleet, planets, and occasional chokepoints (primarily hyperlane related).
Actually no, EU4 (which I believe should be used as 'your standard this-generation Paradox-style GSG) is not so much about doomstacks, and MUCH more about manpower. Enough to say that after three succesful campaings against netherland rebels trying to take terriotry thatwere and justly should be mine (i.e. Netherlands) I was more or less mentally able to surrender.Well we're several games into Paradox developed games and stacks have pretty much been a persistent element in nearly all of them.
Half-true. I believe Paradox-style GSG lack two important features of real world warfare: more than one attack vector and army ability to hold her ground against stronger enemy.And I suppose that's even mostly true in real-world warfare, if one doesn't account for supply and small-scale tactics.
I play GRAND strategy games to think about GREAT picture. I want to designate theaters of war and then move warships between them. Will all its suckiness, doomstack warfare is still closer to that than microing 20 fleets can be.So because the game would require more pausing to sort out a situation or two during war, the game becomes tedious? Are we not playing grand strategy games to have to figure out solutions to a number of problems including what may pop up in war?
The title is misleading because FTL is not necessarily a solution either
I play GRAND strategy games to think about GREAT picture. I want to designate theaters of war and then move warships between them. Will all its suckiness, doomstack warfare is still closer to that than microing 20 fleets can be.