The question is this: is it possible to design an implement a design for ground combat which:
a) has a decent amount of depth which results in an improved and enriched experience but
b) does not require micromanagement and
c) fits within the general Paradox design ethos and with Stellaris in particular?
The answer, as far as I am concerned, is that yes that is absolutely possible. I don't think anyone would seriously disagree that good Paradox-esque ground combat system is something that could be made.
So, really, given that it can be done, is there a good reason why it shouldn't be done? "It's outside of Stellaris' scope" seems like a crock. I'd like to think the game's scope is a bit broader than "Space battle Simulator 2016". You can't just make the game about space battles, it doesn't even have tactical combat. If I wanted that I'd pick up Battefleet Gothic or something.
What should ground combat be like?
Ground combat should:
1) through its presentation, represent the scope and scale of a planetary invasion
2) have some EU4 style behind the scenes depth in terms of the mechanics of the fighting
3) have lots of different type of unit with different bonuses and drawbacks, allowing the player fiddle with the composition of their armies
4) but not make constructing those armies as micromanagey as fleet construction, i.e. an army designer or HoI style templates
5) some kind of interplay between the fleet and the ground forces, but not make having a fleet in orbit an insta-win button
6) last a good amount of time, so both sides can bring in reinforcements if they're able. some ground campaigns could go on for the entire length of the war.
7) automate the movement of armies between planets as much as humanly possible - no arsing around with transports!
8) have some kind of phase mechanism borrowed from EU4 siege mechanics ("establishing beachhead", "surpression of oribital defences" that sort of thing) with different bonuses at different stages and different unit types working better at different stages to feed back into how the player designs their armies - drop troops for establishing a beechhead, armoured units for general fighting, infantry for attacking cities, that sort of thing
9) not allow the player to do anything once combat has started, except order a retreat as in other paradox games
10) differentiate between planets, whether it be giving malus's to armies fighting on inhospitable planets or allowing the construction of buildings on the planet that give bonuses to defenders
11) a very macro approach to how the player deals their armies during wartime - "the 5th army will defend Alpha Centauri, but the 12th Army will reinforce the flagging assault on Colthium IV"
12) maybe peacetime garrison mechanics (?) - or maybe not. idk.
a) has a decent amount of depth which results in an improved and enriched experience but
b) does not require micromanagement and
c) fits within the general Paradox design ethos and with Stellaris in particular?
The answer, as far as I am concerned, is that yes that is absolutely possible. I don't think anyone would seriously disagree that good Paradox-esque ground combat system is something that could be made.
So, really, given that it can be done, is there a good reason why it shouldn't be done? "It's outside of Stellaris' scope" seems like a crock. I'd like to think the game's scope is a bit broader than "Space battle Simulator 2016". You can't just make the game about space battles, it doesn't even have tactical combat. If I wanted that I'd pick up Battefleet Gothic or something.
What should ground combat be like?
Ground combat should:
1) through its presentation, represent the scope and scale of a planetary invasion
2) have some EU4 style behind the scenes depth in terms of the mechanics of the fighting
3) have lots of different type of unit with different bonuses and drawbacks, allowing the player fiddle with the composition of their armies
4) but not make constructing those armies as micromanagey as fleet construction, i.e. an army designer or HoI style templates
5) some kind of interplay between the fleet and the ground forces, but not make having a fleet in orbit an insta-win button
6) last a good amount of time, so both sides can bring in reinforcements if they're able. some ground campaigns could go on for the entire length of the war.
7) automate the movement of armies between planets as much as humanly possible - no arsing around with transports!
8) have some kind of phase mechanism borrowed from EU4 siege mechanics ("establishing beachhead", "surpression of oribital defences" that sort of thing) with different bonuses at different stages and different unit types working better at different stages to feed back into how the player designs their armies - drop troops for establishing a beechhead, armoured units for general fighting, infantry for attacking cities, that sort of thing
9) not allow the player to do anything once combat has started, except order a retreat as in other paradox games
10) differentiate between planets, whether it be giving malus's to armies fighting on inhospitable planets or allowing the construction of buildings on the planet that give bonuses to defenders
11) a very macro approach to how the player deals their armies during wartime - "the 5th army will defend Alpha Centauri, but the 12th Army will reinforce the flagging assault on Colthium IV"
12) maybe peacetime garrison mechanics (?) - or maybe not. idk.
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