Currently, ship combat roles (determined by the computer) are a little.... bland. +10% Evasion, +20% Tracking, etc. So inspired by This post [https://old.reddit.com/r/Stellaris/comments/abdh2h/change_combat_roles_to_have_greater_strategic/], and working with the author, I present a proposal for another slot in the designer: Roles.
Roles would add another layer of depth and fleet specialization. Many of these roles were designed to encourage mixed compositions of ships, or to add flavorful ways of being useful not directly in combat. Every role will not be useful to every empire, and that is intended. AI personalities would likely have a set of "preferred" roles it uses for it's ships as well. Any requirements for a role are put in parenthesis. All (non Titan) bonuses are small but stacking, so that you don't just dump one ship with it in a fleet.
Note: I also added the idea of having a second type of Titan, Carriers. Instead of a Perdition Beam, Carrier Titans would have a number of strike craft bays, complemented by small weapons and point defense. This would best be paired with fixing strike craft, and adding back in Fighter/Bomber differentiation.
Corvettes
These nimble raiders are adept at contesting enemy supply lines and pursuing fleeing vessels. Seeks to exploit weakness wherever they can find it.
Destroyers
Steadfast escorts vessels that protect the fleet and provide logistical support.
Cruisers
Backbone of any campaign, these military vessels are strong and versatile.
Battleships
The most powerful tool of any navy. Slow and expensive, these advanced war machines solve problems with direct firepower.
Perdition Titans
The ultimate power of the stars, capable of destroying an entire Battleship with a single shot.
Carrier Titans
Massive decks, hangers, and launch tubes to launch as many ships as there are stars in the sky. The strategic and logistical heart of any stellar super-power.
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There were a few other things we discussed, such as giving some ethics/governments/Ascensions a slightly more powerful version of a few of these abilities. Militarist gets a better Conqueror or Honor and Glory, Hiveminds get Boarding Parties changed to Infestation, Authoritarians get a better Screen while Egalitarians get a better Escort. These extra bonuses should be small, just enough to give a gentle push in that direction without feeling mandatory or OP. Overall though, I felt that they weren't necessary, and the balance/flavor on many weren't good enough, so I decided to not put them all here.
Any thoughts, feedback, or ideas is greatly appreciated. Also if anyone really wants to make this a mod, you have my full permission to steal (With credit to me and TzarBucks).
Roles would add another layer of depth and fleet specialization. Many of these roles were designed to encourage mixed compositions of ships, or to add flavorful ways of being useful not directly in combat. Every role will not be useful to every empire, and that is intended. AI personalities would likely have a set of "preferred" roles it uses for it's ships as well. Any requirements for a role are put in parenthesis. All (non Titan) bonuses are small but stacking, so that you don't just dump one ship with it in a fleet.
Note: I also added the idea of having a second type of Titan, Carriers. Instead of a Perdition Beam, Carrier Titans would have a number of strike craft bays, complemented by small weapons and point defense. This would best be paired with fixing strike craft, and adding back in Fighter/Bomber differentiation.
Corvettes
These nimble raiders are adept at contesting enemy supply lines and pursuing fleeing vessels. Seeks to exploit weakness wherever they can find it.
- Blockade Runner: Adds blockade runner strength to adjacent friendly systems, lowering enemy surface bombardment strength and lessening Raider/Bandit ship effects.
- Hunter Killer: Increases fleet pursuit strength which lowers the chance of a enemy ship successfully disengaging from a fight.
- Raider(Despoiler/Nihilistic/Criminal Enterprise): Adds raiding strength to nearby enemy systems, lowering the resource production of orbital stations and increasing repair times.
- Drone(Machine/Synth): Lower energy maintenance but lower disengagement chance
- Screen: Has a chance to "intercept" a shot targeted at a Cruiser, Battleship, or Titan, taking the hit instead.
- Lazarus Protocol(nanobots): When Destroyed, chance to come back at 1 HP after Battle. Passive hull regeneration up to 50% of maximum.
Destroyers
Steadfast escorts vessels that protect the fleet and provide logistical support.
- Escort: Increases fleet disengage strength, improving the chance of a friendly ship retreating from a fight.
- Sentinel: Adds patrol strength to nearby enemy systems, increasing their protection against piracy and Raider/Bandit ship effect. Doubles trade protection.
- Stealth(Enigmatic Engineering): Only appears on enemy map sensors if in a system with one of their stations/vessels?
- Coordinator: Small bonus to Tracking to entire fleet.
- Subspace navigator(new tech:Subspace Mastery): Decreases jump drive cool down for fleet
- Bandit(Despoiler/Nihilistic/Criminal Enterprise): Steals 2 enemy trade value that passes through the system, giving it to your nearest Starbase. (This is also useful in peacetime if you split an enemy’s territory in half.)
Cruisers
Backbone of any campaign, these military vessels are strong and versatile.
- Relentless: Can repair in orbit without the need for a station.
- Aegis: Faster fire rate in systems with a friendly colony.
- A Thousand Cuts: A small percentage of Corvettes damage pierces shields and armor.
- Breaker: Bonus Damage against Starbases and Defense Platforms. Starbases captured repair faster. Repairs slower.
- Keshiks(Despoiler/Nihilistic/Criminal Enterprise): Increases fleet admiral skill gain. Gets greater bonus from admiral skill level.
- Brigand(Despoiler/Nihilistic/Criminal Enterprise): Significantly increases Piracy in adjacent enemy system, even ones with no trade value.
Battleships
The most powerful tool of any navy. Slow and expensive, these advanced war machines solve problems with direct firepower.
- Conqueror: Increased Fire Rate in claimed enemy systems.
- Phalanx: Increased Hull Points and decreased disengagement chance for Cruisers in fleet. (note: the increased hull should more than counteract the disengagement.)
- Guardian: Increased FTL Charge time outside of friendly territory. Increased Fire Rate in friendly territory. Increased hull in system with friendly Starbase/Bastion.
- Martyr: Grants a Fire Rate Bonus to all other ships in the fleet when destroyed.
- Boarding parties: Very Small chance that ships killed by this will be captured (captured ships have all empty weapon and utility slots, and thus must be retrofitted into a useful design.)
- Pillager(Despoiler/Nihilistic/Criminal Enterprise): Gain Consumer Goods from Bombarding Planets
Perdition Titans
The ultimate power of the stars, capable of destroying an entire Battleship with a single shot.
- Honor and Glory: Gain Unity for every ship killed by this fleet. Losses of this fleet gives half normal War Exhaustion.
- Gateway: Counts as a friendly Gateway (Titan may not travel through itself)
- Apotheosis: Triples XP gain for both Admiral and ships. Both gain xp slowly over time.
- Starstrider: Titan gains large speed boost, large Hyperlane charge time reduction for fleet.
- A Good Day to Die: When destroyed, all ships in this fleet deal direct hull damage to a (nearby?) enemy (proportional to size of ship destroyed). Halves Disengagement chance.
- Spoils of War(Despoiler/Nihilistic/Criminal Enterprise): Gain a percentage of the Alloy/Material cost of any ship destroyed by this fleet, and 50 minerals for destroying Mining/Science stations.
Carrier Titans
Massive decks, hangers, and launch tubes to launch as many ships as there are stars in the sky. The strategic and logistical heart of any stellar super-power.
- Advanced Landing Craft: Doubles the planetary bombardment of fleet against unshielded worlds. This fleet ignores the planetary bombardment Cap (limited to just one fleet. If two fleets with this bombard the same planet, only the larger one will be used).
- Ackbar's Trap(new tech:Subspace Mastery): The Titan has an FTL inhibitor.
- StarForge: Fleet can repair or upgrade anywhere. Bonus to hull and armor regeneration for all ships in fleet.
- Shield of the Fallen: Massive bonus to ship Disengagement for other ships in fleet.
- Flag of the People: +20 Happiness, +50% Governing Ethics Attraction to all Friendly Planets in any System this Titan is in. (Modifier stays at half strength for short period afterwards)
- Treasure Fleet(Despoiler/Nihilistic/Criminal Enterprise): When Bombarding Planets, steal half of all resources produced there.
---
There were a few other things we discussed, such as giving some ethics/governments/Ascensions a slightly more powerful version of a few of these abilities. Militarist gets a better Conqueror or Honor and Glory, Hiveminds get Boarding Parties changed to Infestation, Authoritarians get a better Screen while Egalitarians get a better Escort. These extra bonuses should be small, just enough to give a gentle push in that direction without feeling mandatory or OP. Overall though, I felt that they weren't necessary, and the balance/flavor on many weren't good enough, so I decided to not put them all here.
Any thoughts, feedback, or ideas is greatly appreciated. Also if anyone really wants to make this a mod, you have my full permission to steal (With credit to me and TzarBucks).