So, on Jun 3rd, we heard about the custodians initiative by Paradox studios. To those who don't know what that is the TL;DR version is basically paradox has two teams working on Stellaris. The team that works on expansion content, and the custodians which clean up, polish, fix, and add more to the old content.
Now, I think this might lead the devs, or at least the custodian crew, to listen more to community feedback and implement changes.
Enter, the Ground Combat Update. Part of what the custodian crew does is fix, polish, and add to already existing parts of the game. Well, unless Paradox plans to dedicate an entire expansion to Ground Combat, I think the custodian team would be willing to tackle this challenge.
One of the biggest complaints I've seen is how meaningless Ground Combat feels. Realistically its just about spamming your strongest unit type at the enemy and badda bing badda boom, you win. Now this can be changed with some more strategic elements, things that would be... easier to implement.
We can look at RTS games like Total War for an idea on this. I'm not suggesting have big battle maps with all sorts of units. No, what I'm referring to is the rock-paper-scissors philosophy those games typically have. Spearmen counter Cavalry, Cavalry typically counter archers, etc. etc. Everything has a counter, and everything is strong against something else.
One mod, Better Army Types, has tried to implement some variety in this with some units dishing out more morale damage, some just have hideous amounts of health for their cost, others do a lot of damage overall including collateral. That... is a pretty good start. But what if... there were different weapon, armor, and shield types? What if... you could essentially design units much like a ship designer?
Bare with me on this, it sounds complicated but its rather simple in its core concept. You'd have a weapon slot, armor slot, and three utility slots, per unit you create. A weapon slot would dictate how much and what kind of damage you deal, so this could be energy based weapons like plasma projectors or lasers, or ballistic weapons like RPGs, coil guns, or gauss rifles (Each affecting the cost of the army).
Then you could have armor types, like reflective armor which greatly reduces damage taken from energy based weapons, or kinetic armor which greatly reduces damage from kinetic based weapons.
Now the spicy bit, the utility slots. These could be things like extra shields that protect health before it starts getting damaged, maybe the undead quality from Reanimated Armies civic (I'll let your imagination play with what that could do potentially), or maybe even a super soldier serum that buffs health and melee damage or maybe you decided this unit is gonna be a mech or armored division (That would be a utility slot usage). Of course racial bonuses would come into play with different statistics. Each unit has natural damage avoidance chance (Dodge), Physique (Their natural Health), Strength (Melee damage as an option for a damage type).
So you would basically kit out a custom unit. Say I'm going up against a guy who really likes his kinetic weapons and armor. Well, I'll just make some soldiers with Laser weapons, and kinetic armor to obliterate his armies and give them some extra utility pieces as well like having them reanimate the enemy into a weak zombie unit. Everything you add affects the cost of the army unit and could lead to much more strategic play while keeping things relatively simple. You could even multi-tier battle lines where melee based units are in the front and take damage before units in the rear (You could have a utility slot dedicated to say snipers which focus on taking out rear units first, thus avoiding damaging the frontline at the start which will naturally be a beefier target then the backliners) Certain utility pieces could exclude each other, like if you make a unit a robotic armored division, chances are its not going to be reanimated undead either.
Just having different stats that counter play each other and allowing players to customize their military to fight how they want it to will allow a greater field of strategy in ground combat.
You could even, on unit creation, design the unit type and that would set their order in the battle lines. So a unit designated as "Frontline/Melee" will be at the front of the line. A unit designated as "Midline/Ranged Support" would be just behind the frontline but not at the very rear. "Rear Support/Artillery" would be units like Artillery pieces that can hit frontline/midline and be 'out of range' until the frontline/Midline fall. These units can also be things like Medics that recover the health of various units on the battlefield, or necromancers that will raise dead units every so many days or so.
There's a lot of potential in this, and it keeps most of the original battle system in place without overcomplicating too much. It adds strategy, by making more types of damage/protection and a whole bunch of utility things to spice up units and make the cost of units worth it or not.
Now, I think this might lead the devs, or at least the custodian crew, to listen more to community feedback and implement changes.
Enter, the Ground Combat Update. Part of what the custodian crew does is fix, polish, and add to already existing parts of the game. Well, unless Paradox plans to dedicate an entire expansion to Ground Combat, I think the custodian team would be willing to tackle this challenge.
One of the biggest complaints I've seen is how meaningless Ground Combat feels. Realistically its just about spamming your strongest unit type at the enemy and badda bing badda boom, you win. Now this can be changed with some more strategic elements, things that would be... easier to implement.
We can look at RTS games like Total War for an idea on this. I'm not suggesting have big battle maps with all sorts of units. No, what I'm referring to is the rock-paper-scissors philosophy those games typically have. Spearmen counter Cavalry, Cavalry typically counter archers, etc. etc. Everything has a counter, and everything is strong against something else.
One mod, Better Army Types, has tried to implement some variety in this with some units dishing out more morale damage, some just have hideous amounts of health for their cost, others do a lot of damage overall including collateral. That... is a pretty good start. But what if... there were different weapon, armor, and shield types? What if... you could essentially design units much like a ship designer?
Bare with me on this, it sounds complicated but its rather simple in its core concept. You'd have a weapon slot, armor slot, and three utility slots, per unit you create. A weapon slot would dictate how much and what kind of damage you deal, so this could be energy based weapons like plasma projectors or lasers, or ballistic weapons like RPGs, coil guns, or gauss rifles (Each affecting the cost of the army).
Then you could have armor types, like reflective armor which greatly reduces damage taken from energy based weapons, or kinetic armor which greatly reduces damage from kinetic based weapons.
Now the spicy bit, the utility slots. These could be things like extra shields that protect health before it starts getting damaged, maybe the undead quality from Reanimated Armies civic (I'll let your imagination play with what that could do potentially), or maybe even a super soldier serum that buffs health and melee damage or maybe you decided this unit is gonna be a mech or armored division (That would be a utility slot usage). Of course racial bonuses would come into play with different statistics. Each unit has natural damage avoidance chance (Dodge), Physique (Their natural Health), Strength (Melee damage as an option for a damage type).
So you would basically kit out a custom unit. Say I'm going up against a guy who really likes his kinetic weapons and armor. Well, I'll just make some soldiers with Laser weapons, and kinetic armor to obliterate his armies and give them some extra utility pieces as well like having them reanimate the enemy into a weak zombie unit. Everything you add affects the cost of the army unit and could lead to much more strategic play while keeping things relatively simple. You could even multi-tier battle lines where melee based units are in the front and take damage before units in the rear (You could have a utility slot dedicated to say snipers which focus on taking out rear units first, thus avoiding damaging the frontline at the start which will naturally be a beefier target then the backliners) Certain utility pieces could exclude each other, like if you make a unit a robotic armored division, chances are its not going to be reanimated undead either.
Just having different stats that counter play each other and allowing players to customize their military to fight how they want it to will allow a greater field of strategy in ground combat.
You could even, on unit creation, design the unit type and that would set their order in the battle lines. So a unit designated as "Frontline/Melee" will be at the front of the line. A unit designated as "Midline/Ranged Support" would be just behind the frontline but not at the very rear. "Rear Support/Artillery" would be units like Artillery pieces that can hit frontline/midline and be 'out of range' until the frontline/Midline fall. These units can also be things like Medics that recover the health of various units on the battlefield, or necromancers that will raise dead units every so many days or so.
There's a lot of potential in this, and it keeps most of the original battle system in place without overcomplicating too much. It adds strategy, by making more types of damage/protection and a whole bunch of utility things to spice up units and make the cost of units worth it or not.
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