Fixing Big Ball of Death Suggestion: Admiral Combat Width

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Poodlestrike

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Yeah, this isn't really all that workable for the reasons people already named.

Idea: introduce a movespeed penalty for large numbers of ships in close proximity. You can have a doomstack, or even a large number of smaller fleets, but if you're trying to move them all to the same place at the same time, it'll still be sloooooooow. So you'll want to split up your fleets over a large area, even if they're all converging at the same point.

As for the in-game reason why, just technobabble something about hyperlane constriction or warp interference.

Though exactly how much of a problem doomstacks will be is still kind of up in the air. As other people have noted, there's already good reason to split up your fleets, to guard against raids on your infrastructure and such.
 
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clockworkBabbag

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You haven't made the connection between conducting raids on enemy territory and them automatically winning the battle on the main front. I'm not talking about using my entire fleet to do this, just two or three fleets of ships powerful enough to overwhelm unsupported space ports and fast enough to evade their main battle fleet

You're making a big assumption assuming a large fleet is slower than a small one. Fleet speed is independent of fleet size or strength, and this makes any payoff of said strategy much less significant and far riskier: if your raiding fleets get caught your opponent wins with much fewer losses than if there was a big fight. If such a tactical difference in fleet speed existed, it would, in fact, be just the kind of possible incentive to not have large fleets that I'm talking about, as it would make raiding strategies more viable.

And I thought the connection was clear in the initial comparison: if someone destroys some of my infrastructure, but in the meantime I've effectively won the war, do I necessarily care about the infrastructure lost? This, of course, depends on what you consider to be acceptable losses for what you gain out of winning the war.

Sometimes concentration is legitimately the best strategy, and that's what you should do in those cases and you should not be arbitrarily penalized for doing so.

I'm putting this bolded line here to highlight that this is probably the central point of my argument - the rest of the stuff we're talking about is essentially details. Important details, but hardly the thesis of what I'm saying.

The issue is not that concentration should be penalized for its own sake - the issue is that not having any limits whatsoever on concentration means it's always the best strategy, and therefore an empire must always focus on having an objectively stronger military than its rivals or risk destruction, as opposed to having less of a focus on military but being able to fight tactically and come out ahead in defensive wars. If an empire can field a force capable of flooding your empire with raiding fleets strong enough to overcome whatever non-fleet defenses you have, to the point that it makes a significant difference in the outcome of the war, then they're probably capable of fielding a giant fleet that can beat yours and decisively win the war outright.

And related to this, an emphasis on concentration of force makes a single, aggressive, militaristic empire hit much harder, comparatively, than an alliance with equivalent totals of resource/production/tech capabilities. Non-aggressive play and attempts at getting non-conquest victory conditions seem to be at a disadvantage.

If you are significantly outclassed by a rival empire you obviously should not be expected to win without some legitimately brilliant maneuvers. But if you're somewhere in the ballpark in terms of strength, there should be some kind of equalizer that gives a smaller empire a fighting chance. Without some limit on how much force can be concentrated at one point, this seems to be not so likely to exist, which in turn incentivizes one and only one style of play - stronger fleets. No matter what.

I don't know where you've got this idea that you can simply ignore one front. Having a load of planets occupied and losing all your resource stations is not going to do wonders for your warscore, nor your ability to replace losses.

I don't know where you get the idea that "crush all resistance on one front and then turn your attention to the second front" means you'd be sitting around long enough to let things actually get occupied. Destroy one empire's fleet, then turn around and chase the others out/destroy them. Then start the occupation/mop-up process. The fewer losses you suffer by dealing with the fronts while they're split up plausibly balances the infrastructure you'd lose from raiding fleets before you deal with them.

This was exactly the behavior we saw in EU4 before the new fort system - kill everything and then carpet siege to completely knock one side out of the war permanently. Maybe you'd lose a province or two and/or get looted before you could deal with the other front, but it hardly mattered in the long run. I will grant that later in the game when you start getting techs for FTL-blockers and whatnot that it would more closely resemble the new EU4 fort system and tactical maneuvering would be more significant. But that also works both ways - FTL-blocking arguably hurts raiding tactics just as much as it would hurt a doomstack - if not more, due to a doomstack being more able to quickly destroy whatever's blocking its movement..

Combat doesn't work like that in Stellaris, ships can attack anything in range (which can be half way across the system with high end tech), they don't seem to be locked in either a combat or a non-combat state.

There's obviously some combat vs. non-combat state, even if it's just at the level of "currently firing lasers".

An obvious (yet naive) approach is to think of all ships in a system as contributing to ships involved in the battle - a bit sloppy, but loose abstractions are sometimes a necessity and this is not the sole possible solution. But it absolutely is sufficient for proof-of-concept. Actual implementation is definitely a concern for further refinement, though.

As I have stated elsewhere, I'm more than open to entirely different incentives that aren't explicitly related to size of a combat - as long as they're something meaningful. I'm just not convinced what we've seen so far shows that those exist.

It's probably worth keeping in mind that the reason I started replying to this thread was in response to someone who was implying that giant stacks are a good thing and any incentives to not have them are bad - a position I don't think you agree with, seeing as your argument so far is that there are sufficient incentives for fleet splitting due to things like mobility and that there are no need for additional incentives against giant fleets.

They've fought a very brief war with a one system empire that had just achieved FTL and another war with the blue lizard warrior people.

And neither of those are at all a demonstration of what happens in a multi-front war against a comparatively-strong alliance. And with the disadvantages the AI has been put through due to the nature of the Blorg stream, I'm not sure even the upcoming war would be a fair representation of how things would work out.

I thought about this some more. It depends a lot on what type of FTL you're using, and what type of FTL your opponent has.

Wormholes almost necessitate splitting your fleet. You have to defend those stations, or else you're quickly going to find yourself unable to even move. Simultaneously, instantaneous FTL allows separate fleets to mutually support one another: you can keep your forces split up, but they can instantaneously converge if attacked en mass, provided your advance doesn't outpace the construction of your wormhole stations.

If you're using hyperlanes, you decision to consolidate or spread out is dictated by the numbers of the enemy and the geography of the hyperlanes. If you have one choke point, you have to concentrate. If you have more than one choke point but are outnumbered, you have to sacrifice ground and still bunch up. If you're not outnumbered, you can decide how you want to deploy depending on the layout.

If you're using warp, you have to play it by ear a bit. You have flexibility, but not speed so you need to figure out how to negate the enemies mobility advantage and exploit their restricted ability to move.

Permutations of these basic principles occur depending on whether you're attacking or defending, the layout of the map, the tech levels involved, and how much knowledge you have of the enemy.

I'll agree that mobility is a concern with regards to how you split up your fleet, I'm just not sure it's enough. Again, the behavior we keep seeing again and again with Paradox games is that concentration of force is always better unless there are things that explicitly prevent that force from being projected at will. If mobility concerns actually do affect things enough to require multiple fleets for multiple fronts, then that's absolutely fine and there's no reason for additional incentives. But I'm not convinced that's the case, and the issue is more along the lines of what overall gameplay this incentivizes (stronger fleets all the time regardless of ethos) rather than explicit tactical incentives.

Throw in the fact that Defense Stations work multiplicatively - not additively - on the fleets they support and that doomstack's gonna have a terribly rough time.

Was this actually said somewhere? If it was I must have missed it. And if anything, that just makes fleet splitting even less attractive for an aggressor - you need to be able to punch through a defense station with overwhelming force in order to make any gains. It would alleviate my concerns of every empire being forced to build as strong a military as possible, though.
 
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A Cat

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I think we're all guessing way to hard before we've played the game. I'm guessing EUIV's combat is simpler than Stellaris's. It took me a while to realize the value of splitting up my units and having the low morale ones retreat when high morale ones arrive. Although that got a pretty big nerf with the newest update. So let us play a few rounds before we start moaning about balance.

There are a lot of things that can discourage doom stacking. Force multipliers on defense is a big one. If you can afford to break off a group or two of raiders, they have to respond by breaking off, so you can break off some more and so forth.
 
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Tim_Ward

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One thing that does concern me a bit re: doom stacks is the tendency of battles to be fought until one fleet or another is completely destroyed (unlike EU4), which means that a loss of a decisive battle could end a war at a stroke.

I understand that recently the AI now has the ability to retreat from combat. I hope it makes liberal use of this facility.

You're making a big assumption assuming a large fleet is slower than a small one. Fleet speed is independent of fleet size or strength, and this makes any payoff of said strategy much less significant and far riskier: if your raiding fleets get caught your opponent wins with much fewer losses than if there was a big fight. If such a tactical difference in fleet speed existed, it would, in fact, be just the kind of possible incentive to not have large fleets that I'm talking about, as it would make raiding strategies more viable.

In fact, the assumption I'm making is that smaller ships are faster than larger ones, and/or that ship design choices you can make can favour speed over durability or fire-power, thus allowing for the construction of specialized raiding designs.

And I thought the connection was clear in the initial comparison: if someone destroys some of my infrastructure, but in the meantime I've effectively won the war, do I necessarily care about the infrastructure lost? This, of course, depends on what you consider to be acceptable losses for what you gain out of winning the war.

Who says you're going to effectively win the war while the raiding is occurring?

The issue is not that concentration should be penalized for its own sake - the issue is that not having any limits whatsoever on concentration means it's always the best strategy, and therefore an empire must always focus on having an objectively stronger military than its rivals or risk destruction, as opposed to having less of a focus on military but being able to fight tactically and come out ahead in defensive wars.

I don't agree with your premise.

If an empire can field a force capable of flooding your empire with raiding fleets strong enough to overcome whatever non-fleet defenses you have, to the point that it makes a significant difference in the outcome of the war, then they're probably capable of fielding a giant fleet that can beat yours and decisively win the war outright.

You don't need to 'flood' an empire with raiding forces, two or three should be sufficient. Ideally, you would not weaken your main force to such a point that it operating with a defensive station is still enough to equal the enemies main fleet, allowing you to still form an effective defence.

So, if both sides have a fleet rated at 2k combat effectiveness, and you have a battle station design rated at 600 combat effectiveness, then you can spare 600 worth of ships from your command limit to go off raiding and still be able to defend key systems.

And related to this, an emphasis on concentration of force makes a single, aggressive, militaristic empire hit much harder, comparatively, than an alliance with equivalent totals of resource/production/tech capabilities. Non-aggressive play and attempts at getting non-conquest victory conditions seem to be at a disadvantage.

Even if I accept the premise that concentration of force is the only viable approach to war, which I don't, there are other mechanics that would balance this, like threat.

If you are significantly outclassed by a rival empire you obviously should not be expected to win without some legitimately brilliant maneuvers. But if you're somewhere in the ballpark in terms of strength, there should be some kind of equalizer that gives a smaller empire a fighting chance. Without some limit on how much force can be concentrated at one point, this seems to be not so likely to exist, which in turn incentivizes one and only one style of play - stronger fleets. No matter what.

You know, if both sides have elected not to defend their territory then I can chew up your worlds twice as fast as you can chew up mine if I split my fleet in two.

Destroy one empire's fleet, then turn around and chase the others out/destroy them.

Uh, really? I hope the AI's not going to offer battle when you show up with a fleet twice the size of its, a human certainly won't.

It's probably worth keeping in mind that the reason I started replying to this thread was in response to someone who was implying that giant stacks are a good thing and any incentives to not have them are bad - a position I don't think you agree with, seeing as your argument so far is that there are sufficient incentives for fleet splitting due to things like mobility and that there are no need for additional incentives against giant fleets.

I think it depends on the circumstances. Early game, like we've seen, there's no real reason not to have one doom stack. When empires start getting big, the doom stack approach seems kind of foolish.

And neither of those are at all a demonstration of what happens in a multi-front war against a comparatively-strong alliance. And with the disadvantages the AI has been put through due to the nature of the Blorg stream, I'm not sure even the upcoming war would be a fair representation of how things would work out.

No, we don't really know shit right now. Just a lot of speculation.

I'll agree that mobility is a concern with regards to how you split up your fleet, I'm just not sure it's enough.

If you lose your wormhole stations, your doom fleet is immobilized. That alone should be enough to convince you to spare some ships for defensive duties.

Was this actually said somewhere? If it was I must have missed it. And if anything, that just makes fleet splitting even less attractive for an aggressor - you need to be able to punch through a defense station with overwhelming force in order to make any gains. It would alleviate my concerns of every empire being forced to build as strong a military as possible, though.

But more attractive for a defender, since you can defend with less ships than the enemy and still come out on top, allowing you to raid the enemy while they still cannot make significant incursions against you.
 

clockworkBabbag

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A whole, big, wall of text

I did have point-by-point responses to everything you said, but this is starting to get ridiculous in terms of how much there is each response, on both our sides.

I'll just point out one rather important response, and then sum up my position:

You don't get to just dismiss assumptions/premises without making arguments as to why those assumptions/premises are unreasonable. I could, hypothetically, refuse to accept the premise that diversity of life on earth is caused by evolution, and reject any argument or conclusion based on that. But I would absolutely not be justified in doing so - saying "I don't accept that" is not justification.

Now, if I were to sum all of this up, I'd go with this:

If there are no limits on concentration of force, then when it comes to decisive battles the stronger fleet wins in pretty much any situation. One large fleet can tear apart an equal-strength fleet that is split in two with minimal losses.

Asymmetric warfare only works if you refuse to engage in decisive battles. If you do so, there is no need for said concentration of force at the moment. Nothing then stops the side with the larger fleet from splitting up in such a way so that force is still fairly concentrated (i.e. all the split fleets are still near each other) - if a significant battle then happens, it is fairly easy for all those split fleets to reform into a doomstack. The actual combat that takes place - the part that matters for the purposes of this thread - still is a doomstack vs. a smaller force, and the doomstack will win.

But because they were larger to begin with, that doomstack can actually do damage to your empire better when split up than you could with your specialized raiding fleets. If the smaller empire tries to join the raiding fleets on the offensive in the enemy empire, this just allows the doomstack to safely split up even more. Anything the smaller side can do, the side with more forces available can do better. And it's likely they'd have less territory they needed to conquer overall, due to being able to field a larger fleet.

This is not me backpedaling - this is clearly consistent with my argument that concentration of force is the deciding factor in a war. When it comes time for actual decisive battles, a competent player would reform the doomstack - and in a fight against split up fleets, the doomstack would win handily.

We already know that these mechanics will generally work this way with regards to a larger force dealing with smaller, divided ones, because we've seen it happen with EU4's old fort system, or in CK2 before they added shattered retreat and levy replenishment. In Stellaris, especially if you're talking about warp travel, there is very little barrier from traveling wherever you want, and therefore very little barrier to using those exact same tactics - wipe out resistance, then mop up.

On the other hand, if there were some limits to concentration of force, it is then more conceivable for a weaker empire to hold out against a larger one if intelligent tactical decisions are made. To bring up EU4 as an example again (ignore for the moment the differences between combat width as a concept in EU4 vs. its plausibility in space - the purpose of this is to see what it enables mechanically), due to combat width and morale mechanics it is possible for an on-paper weaker force to win battles against a larger one by taking advantage of low-combat width terrain with defensive bonuses and having units trickle in, even if they never match the larger force in raw manpower. Without combat width, this would be impossible.

And I am simply not confident that asymmetric warfare or defensive structures are necessarily going to be able to offset the tremendous advantage in decisive battles of just dumping a gigantic fleet onto a smaller one and tearing it to shreds. If they can, that's all well and good. But I'm not seeing it yet.
 

Ramiel

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Was this actually said somewhere? If it was I must have missed it.
Well I guess that's kinda in my own words, may not be the best way to phrase it. Point was though that defense stations (can) give buffs to every ship in range, making their effect multiplied by how many ships are around. Rather than just adding the station's strength rating to the fleet's.
 

LostinSpice

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I not a big fan of massive fleets destroying everything in their wake, they're a bit like Mongol hordes invading western empires, sooner or later you will have to build your own super fleet to beat them. They give the benefit of very little micromanagement but lack finesse and tactical depth.

Sadly, I can't at the moment I can't think of a solution to the problem that balances game play, perhaps... fleet sizes can be limitless (why wouldn't they be?) but introduce tactics that admirals can select. If severely outnumbered then there must some defensive stances you could pick? Rolling withdrawal to keep your fleet at a distance? Or focus on capital ships first or small ships? Minefields could have a use in channeling ships (terrain).
 

Poodlestrike

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So, finally got around to seeing the full thursday stream, and... this isn't nearly as much of a problem I was afraid of. A single fleet, no matter how powerful, isn't going to be able to smash your ships faster than you can make them, not if you've got a ton of starports. Being able to strike enemy infrastructure, a LOT of enemy infrastructure, all at once, is going to be extremely important. Winning through attrition, smashing enemy fleets over and over until their manpower runs out like in EU4 isn't something that's going to fly here. So you need to divide your forces if you don't want to get drowned in bodies. And since both parties know that, the doomstack problem doesn't present itself at all. It looks pretty elegant, though of course that could still fail.
 
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