How to make Planatary invasions more interesting.

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
Just let's ship do dmg to planetary shield as fixed dmg equivalent to their naval cap so corvette would deals 1, destroyer 2, cruiser 4 (?), battleship 8(?) so on and so forth.
it would still be meaningless, unless the shield has 10 million hitpoints, the fleet will melt it away like nothing, in a short period of time. Especially knowing that if you lose the space battle in Stellaris, the planet is doomed no matter what, just a matter of time. Not like the shiled in your proposal would "buy time" for a rescue fleet to arrive, bcs most likely that fleet is dead and the attacker now has time to bombard you at leisure... so what's the point of the shield, except micro tedium?

It needs to be more meaningful for that.

ALso, conceptually speaking... why wouldn't the planet have more personnel, more energy reserves and more shield emitters for a fleet to even be able to dent it, let alone shave it off electron by electron? Why would a shield strength be so static and limited for a fleet to just bring it form a 100 to zero....? I mean, what are the planet-side shield staff doing in the meantime?

This is why, still conceptually speaking, I think a shield would have 2 states: works 100% or doesn't work at all. How to simulate this: by assuming gaps in the shield, due to constant disruptions of applied pressure, and high energy maintenance to cover a whole planet.

Which is where my 80% stuff comes in, from the previous post.

Anyway, we're wasting our time, the devs dont care about any of this, I don't think they will touch ground combat before Stellaris 2 at all. Seriously.
 

Nevars

General
92 Badges
May 29, 2015
1.852
3.192
  • Stellaris: Nemesis
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Victoria 3 Sign Up
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Parklife
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Necroids
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Europa Universalis 4: Emperor
  • Age of Wonders: Planetfall
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Crusader Kings III Referal
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Cities: Skylines Industries
it would still be meaningless, unless the shield has 10 million hitpoints, the fleet will melt it away like nothing, in a short period of time. Especially knowing that if you lose the space battle in Stellaris, the planet is doomed no matter what, just a matter of time. Not like the shiled in your proposal would "buy time" for a rescue fleet to arrive, bcs most likely that fleet is dead and the attacker now has time to bombard you at leisure... so what's the point of the shield, except micro tedium?
Then let's it has 10 million hp if that's what it take.

Planetary shield is only for buying time anyway like a vast majority of it appearance in sci-fi.

So my idea is to have them accomplished just that, buying time for rescue fleet even if for time to contruct the entire new fleet to rescue said planet.
 

TheRevanchist25

Banned
64 Badges
Dec 18, 2018
376
1.165
  • Shadowrun: Hong Kong
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings II: Sons of Abraham
  • Stellaris: Lithoids
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
These things all tie together to form a cohesive system. Winning the fleet battle should fairly provide the attacker some level of advantage for the upcoming ground invasion. Planetary Shields address bombardment pretty much, you can stack I think up to like 85% resistance for the planets Garrison. The orbital guns prevent the ships from camping the planet for 50 years with impunity. Ground and Naval warfare, are not wholly separate things. One is going to logically heavily influence the other. Ground soldiers cannot logically point their little Space AK's at starships, Large defensive systems like Orbital guns or satellite networks is their method of response, and those would be tied to Garrison size, technology level or whatever. You preserve your chance of winning, by making it impossible to ignore your defensive army, They have to address it to progress.

You create custom army templates in a mirror copy of the fleet management tab. Army Management. "Okay train 3 infantry, 4 tank divisions, 3 fighter squadrons, 6 Battlemechs" etc etc You can do this for offense and defense both. The space combat in the game is already about as hands off as an RTS system gets. The ground combat can still retain that aspect since the game can't pause and there's likely other things going on. You basically copy the naval system, onto land. If you wanna really simplify it. Mechs =Battleships, Tanks = Cruisers, fighters = carriers (Duh), Cyborgs or otherwise Master Chief style Augments= Destroyers and Infantry = Corvettes. You design this into a system that basically plays out like space combat does. the battle starts, and there is visually rendered units fighting it out on a field (if they wanna be really fancy the field is determined by planet type), on the invasion screen (that you can fully choose to ignore ofc) and the outcome is based on all the same factors that determine naval outcome. tech, numbers, and composition etc. You win or lose. If you win, your defense army begins to replenish from the planets population (that are logically hiding in underground fallout bunkers), if you lost mechs or tanks, you gotta que up more, and those build timers can be influenced by devastation level (to help the attacker ofc, they still need a chance). I'm not really sure why ppl think this is so impossible to fix with ground combat. their space battle template is their best foundation to go with.

And to ensure the defender does not lose their Fortress World to Riots due to devastation level, they can build (if your willing to use a slot for it) Underground Fallout Shelters, that give you a planetary decision you can activate that will shelter your Pops and provides them MRE's and water (or whatever your race drinks) and basic amenities, but naturally their not producing anything. The balancer is, this decision will have a massive upkeep cost, that scales with pop size. And to prevent defenders from cheesing the cost by relocating all their pops, the Decision adds a Travel Ban debuff, no Civilian Traffic in or out until devastation is repaired to a particular threshold.
 
  • 1
  • 1Love
Reactions:

Darsara

General
93 Badges
Jul 5, 2012
2.422
3.772
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Cossacks
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • The Kings Crusade
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Victoria 3 Sign Up
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • 500k Club
  • Warlock 2: The Exiled
  • Europa Universalis III Complete
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2
So your idea to improve planet combat is to make planets do space combat instead? I guess it could work, but I'm not a huge fan.
You are already forced to invade planets once they get FTL inhibitors, so I don't think there needs to be a separate mechanic for forcing you to invade. Some kind of planetary cannons or fighter squadron would be fine I guess, but it doesn't solve the blandness of ground combat.

One thing: you don't need to invade a planet to shut down the FTL inhibitor. you can just bombard until the planet passed 50% devastation, easier in some cases than others. Then, at least last time I tried it a few months ago, you can leave a tiny number of corvettes to keep shelling the planet to prevent it recovering while the bulk of your fleet moves on, with no risk unless an enemy fleet can get to that system.
 

Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
Look what I found on Reddit :)

Just putting it here to jolt our imaginations of how things could be more interesting, even if only visually... because these things are not irrelevant, it's still a visual medium designed to entertain you. Well this entertains me more than what we currently have, even if the math is identical
 

Attachments

  • 5pa8qz4hbmd81.png
    5pa8qz4hbmd81.png
    759,9 KB · Views: 0