So whats the problem with doomstacking? Its completly realistic and a logical solution to the circumstances. Its the most effective way to win a war. In my oinion doomstacking is realistick and Stellaris cant be reproached for it. I think most of you know it and thats the reason you are coming up with gamey solution to this "problem" instead of trying to find solutions to the real problem - apologies to those who are an exception to my previous statement.
So whats the real problem? Its that this is no fun for players because they dont want a war to be decided in one single battle - not because that single battle is fought with doomstacks. So instead of asking how to solve doomstacking the question should be how to avoid wars to be decided in one battle.
Why is one battle desisive? Because you dont have the time to rebuild the fleet before the end of the war - and you have no safe bases were you could actually try to rebuild because fortresses and planetary/station defenses are worth nothing and dont even slow the enemy.
The easiest solution would be an instant/near instant ship build - if you could say churn out ten battlehip/planet in a month you might build a second fleet that stands a chance in time. There, a solution. But though this might solve the problem it would be completly unrealistic so should be out of question.
Other options would be to limit and slow enemy advance in your territory. This makes partly sense because of supply range and such but still feels like a bit of an artifical limit.
If its distance based the fleets shouldnt be able to leave their supply range which they could expand by taking control of enemy planets - which should be much slower. Not more complex - that wouldnt hurt either but it was already stated that Paradox doesnt want to go into that direction. If its time based after the end of operational time the fleet should automatically go back towards nearest supply point. Not some kind of atrition because players would simply ignore it.
Lastly there is something that is very underrepresented but could be a very interesting gamechanger: devastating minefields. If a mine can take out a Batlleship and lets say Fortresses have them than you would think about a bit before attacking them. A mine should be able to take out a Batlleship. So if Fortresses can have serious (forget the laughable stuff whats I think is available now) minefields around them they should be able to hold out for a while if you dont want to loose a big part of your fleet. So simply going in with your main fleet and taking out a fortress should cause serious losses. Maybe you could lay minefields also around planets or such. The more the enemy spends in a minefields the more shance of it that he takes hits. I havent really thought out the details but it would seriously influence the game.
Anyway I know that i didnt really come up with a solution only with some suggestions that i think would go in the right direction but at least I believe I pointed to the real problem. I think we should focuse on solving this and forget about getting rid of doomstacks.
So whats the real problem? Its that this is no fun for players because they dont want a war to be decided in one single battle - not because that single battle is fought with doomstacks. So instead of asking how to solve doomstacking the question should be how to avoid wars to be decided in one battle.
Why is one battle desisive? Because you dont have the time to rebuild the fleet before the end of the war - and you have no safe bases were you could actually try to rebuild because fortresses and planetary/station defenses are worth nothing and dont even slow the enemy.
The easiest solution would be an instant/near instant ship build - if you could say churn out ten battlehip/planet in a month you might build a second fleet that stands a chance in time. There, a solution. But though this might solve the problem it would be completly unrealistic so should be out of question.
Other options would be to limit and slow enemy advance in your territory. This makes partly sense because of supply range and such but still feels like a bit of an artifical limit.
If its distance based the fleets shouldnt be able to leave their supply range which they could expand by taking control of enemy planets - which should be much slower. Not more complex - that wouldnt hurt either but it was already stated that Paradox doesnt want to go into that direction. If its time based after the end of operational time the fleet should automatically go back towards nearest supply point. Not some kind of atrition because players would simply ignore it.
Lastly there is something that is very underrepresented but could be a very interesting gamechanger: devastating minefields. If a mine can take out a Batlleship and lets say Fortresses have them than you would think about a bit before attacking them. A mine should be able to take out a Batlleship. So if Fortresses can have serious (forget the laughable stuff whats I think is available now) minefields around them they should be able to hold out for a while if you dont want to loose a big part of your fleet. So simply going in with your main fleet and taking out a fortress should cause serious losses. Maybe you could lay minefields also around planets or such. The more the enemy spends in a minefields the more shance of it that he takes hits. I havent really thought out the details but it would seriously influence the game.
Anyway I know that i didnt really come up with a solution only with some suggestions that i think would go in the right direction but at least I believe I pointed to the real problem. I think we should focuse on solving this and forget about getting rid of doomstacks.
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