I wish this were possible. Specifically to be able to protect a civilian trade Starbase using as many Military Starbases in the system as I think it needs. I want Shipyards/Anchorages/Trade Hubs/Solar Panel Networks to be more powerful but vulnerable (destructible) targets in war, I also want to be able to put my defences directly on top of my vulnerable spots instead of having to put them on distant chokepoints that are only valuable because the enemy has no option but to pass through them.I think that's how the game should be designed, because the solution in that example is to protect the trade base itself.
I don't actually mind Doomstacking specifically, one unstoppable fleet involved in an epic battle against impenetrable defences sounds better than being expected to juggle 10+ fleets in a series of tiny battles against 10+ identical starbases in relatively unimportant and defenceless systems. I think sometimes I may have argued against doomstacking when I think what I really want to argue against is dull, uninteresting, predictable and annoying warfare. Sometimes that is the same thing, often it is quite different and doomstacking is just one symptom of a bigger, more nebulous problem.
I do want clear and obvious targets in war. Destroy this big glowing thing to win the war instead of miserably trying to spot that one unoccupied system somewhere that's holding up victory, sometimes securing those last few acceptance points in a war is like getting blood from a stone.
So I want to be encouraged to beeline for the enemy Trade station. Destroying it to prevent the enemy from collecting resource income, or to destroy their anchorages to prevent repair and resupply, their shipyards to prevent fresh reinforcements. But I wouldn't want hitting the targets to be quick or easy. Nor do I really want it to require micromanagement of a dozen fleets and their respective logistical headache.
In my theoretical game of Stellaris (5.0 in 2025) the Trade Starbase could be deemed your most valuable target, invested with the highest fleet power of any system, protected with hangers filled with fighters, minefields, system defence boats, planetary missiles coming from every world and fortress habitat, many redundant repair platforms keeping ships in the fight and bringing them back after disengaging, multiple overlapping planetary shield generators protecting the superstructure of fortifications, multiple FTL inhibitors/shield disruptors/communication jammers to mess with enemy fleets and to top it all off a giant Star Fortress or four spewing out a stream of death from a battery of Plasma Cannons, Particle Lances and Neutron Launchers. In response the enemy has siege weapons (artillery and carriers well outside of M turret range and taking less damage), a colossus roaming around cracking enemy forcefields and blasting away annoying fortress habitats, a juggernaut at the back providing repair, support and a battery of counter-auras while a huge fleet is whittling down defences and enemy reinforcements are rapidly closing in.
I really like the idea of making a ridiculously powerful defensive system where you can anticipate the spectacle the fight will provide. In a game like Sins of a Solar Empire I'd have massive protracted battles where planets really feel under siege - ships sneaking around the fields of fire to bomb the planet, or to raid nearby systems, long-range siege weapons jumping in and bursting down the hardened targets while fleets rush to reposition. Massive Starbases, epic explosions and yet clear, surprisingly easy to read combat (ships staying at a respectful distance, facing one another as they blast each other with volleys of colour-coded lasers and missiles rather than merging into a big deathball like a shoal of hungry fish). It's beautiful when it's all working perfectly and sometimes I wish the best aspects could be brought to the rather forgettable space combat here. (Combat is all Sins has, so it has to be good. Stellaris has so much more variety to the experience it can afford to have weak, almost nonexistent combat).
So while I want high value targets, sadly the current Starbase system only works if you fortify the system EN ROUTE to the high value target. All those gun/missile/hanger modules are completely incompatible with those trade/anchorage/shipyards. The whole concept only works with chokepoints to let one starbase protect another. When the hyperlane connectivity is high enough that chokepoints stop existing it becomes impossible to protect any of your trade/anchorage/shipyard systems without using a wall of fortifications to protect a single system and you just don't have the starbase capacity for that. So you just use a big fleet instead. (That's assuming that it was even possible to delay a fleet with any one of those fortifications. Barring the early game Starbases quickly stop even being a minor impediment).
In Stellaris everything changes when you get a battleship fleet that can fire several times at extreme range on the way towards the starbase without even slowing down (they did at least slow down a little back when we had a combat speed setting). The difference between attacking an outpost and the maximum possible suite of system defences is that the outpost dies after the first volley, the Citadel and some platforms may last till the second or third volley (if it's lucky, maybe even kill a ship or two in retaliation if it's a fallen empire citadel as they're downright fancy). Amusingly a handful of civilian ships trying to evade combat can drag the fleet across the system, and that could actually slow the enemy down longer than all the alloys you could possibly spend on defences combined (but still only a few days).
There just isn't the epic feeling of this fight being the last stand for mankind when even the best very best possible starbase feels frighteningly flimsy, more a liability than an asset. It's going to die in a single volley only to be used to repair the enemy fleet a few days from now and then turn its guns back on your fleet given a few more days to repair the damage it took.
For me my issue isn't about the raw military power of Starbases but their extremely low durability and the frustrating inability to build them where they need to be. I want them to survive long enough for reinforcements to arrive... but that means several hundred days with current sluggish fleet speeds... and that would be a massive new problem in wars when you have 10+ maximally defended systems per empire and 3+ enemy empires that need crushing to achieve your war goals.
If starbases were as durable as I'd like while remaining as cheap, distributed and mass-produced as they currently are, then wars would take an extra 30 years. That's just not going to happen. So instead I want my starbases to actually be more concentrated, I want (paradoxically) more doomstacking rather than less. I want to trim things down to 3 key systems each with 4 starbases protecting their central, valuable and massive trade/anchorage/shipyard. I don't really want to have to manage a dozen completely identical starbases, each with the combined military strength and stopping power of a damp sponge.
So I don't really mind the concept of doomstacks, they do have some positives:
1. Less Micromanagement (fewer fleets/starbases to manage and babysit)
2. More epic battles (1/10th the fleets/stations means each battle has 10x the risk, drama and visual beauty... and means you can watch almost every battle)
3. More predictable engagements (1/10th the fleets/starbases means 1/10th the mental calculations and subsequent mistakes - easier to learn, less frustrating)
So doomstacks and low fleet counts aren't all bad to me... as long as the single decisive battle they produce is suitably epic that it makes it a fun climax to the gaming night. Sadly it just isn't.
Also as an aside the disengagement mechanic means that the fleet you just swatted in that epic battle may take 0% casualties (0 alloys lost) or 100% (20k-100k alloys lost). I don't like the level of RNG that adds. Manually withdrawing a fleet before a key ship is lost feels more tactical and strategic, but for that to happen you need to care about any one individual ship enough to end the battle early to save it (capital ships in Sins of a Solar Empire), and for there to be a manual element rather than simply rolling a dice to see how many ships you lost this time. Plus the combat report system doesn't like or understand the mechanic. It would much rather there were only ever 1 fleet on either side... any more than that and it gets painfully confused and spouts gibberish at you.
So in my ideal combat overhaul I'd have:
Civilian Starbases (Trade, Anchorages, Shipyards - can stack multiple of the same type in a single system, built with influence, can be destroyed)
Military Starbases (placed freely, can eventually stack multiple in a single system, but only with investment and ascension perks)
Platforms/Minefields (All of this managed from the starbase defence manager screen, so they can be rebuilt with a single reinforce all click)
Planetary defences (Shields that envelop Starbases, planetary Missile/Gun/Hangars)
Your Home system could then have a Trade Starbase that covers almost all your empire, or an Anchorage that provides almost your entire naval capacity, Shipyards that construct most of your fleet and store all your reserve mothballed ships before they are refitted for service. Your Home system is then protected by 4 Star Fortress, 20+ platforms, 3 shield generators on nearby habitats etc.
To crack the heart of the empire you need to get past the Military Starbases, to do that you first have to either:
1. Siege at long range to avoid most of the M slot weapons (artillery/carriers)
2. Attack with overwhelming firepower (everything you have)
3. Disable the shield generators first (bombard/crack planets)
This could be achieved without a massive amount of micro by adding a fleet stance:
1. Normal (Ships move to range set by combat computers)
2. Siege (Ships stay out of Starbase range, attacking if possible)
3. Bombard (Ships move to bombard planets and take down support, evading when planets are disabled)
You may only have 3 key targets instead of dozens, but you'd probably split forces more often if you could leave a small force laying siege to one target while your main fleet attacks head-on and another tries to disable the planet shield that is reducing all incoming damage the starbase is taking.
I'm not sure how clear my thoughts are, or how well reality would align with fantasy, but it is fun to imagine a more ideal combat system in Stellaris v5.0 away in 2025.
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