Yeah, I also wanted Stellaris to be Vicky 2 in space, but - alas - not exactly what I got. 
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It was a bit too fiddly in ES for my taste - at least if you are talking about the drop pods that you had to refill manually after use.
They do, but always consider the cost at which complexity does come. There is a reason why the current combat system is already more abstract than, let's say, HOI.
My suggestion was less about simplification and more about usability. Remove the over-the-top micromanagement to get armies into position and you can instead focus on making the actual combat more interesting.
Yes, the system has immense potential. For example, we could have air units that zip around in a planet's atmosphere (middle layer), fighting over air superiority and shooting down drop pods as they try to land. We could have planetary artillery and orbital satellite defence networks. Planets could have randomly generated maps where the units auto-move around, fighting over strongholds and key points. We could have an elaborate resistance / guirella warfare system that drags out the actual invasion for decades of ingame time for larger worlds.
However, with the current system that would probably become a bloated mess, making it more complex but not necessarily more fun.
Yeah, I also wanted Stellaris to be Vicky 2 in space, but - alas - not exactly what I got.![]()
Yeah, I also wanted Stellaris to be Vicky 2 in space, but - alas - not exactly what I got.![]()
On eraly stage of the game you don't have to annex planets, really.Personaly, I want the early game to stay the same, but upon a certain tech/shiptype, you'd get dropship pods or whatever as a component.
That makes (the more protected) armies be a part of your fleet power, reducing silly micromanagement like the current army system when things get large.
Maybe even different components for different types of armies.
On eraly stage of the game you don't have to annex planets, really.
Fleet attachments that take up slots or energy in ships would, for me at least, still lead to designated transporter fleets. Because my real warships would always use all slots and energy for fighting purposes. And fleet attachments for armies only could work. But would that eliminate the RP factor of genetically engineered dedicated warrior races? One might say that is unnecceserry anyway but half of the games actions are unnecceserry if not for RP reasons. I for one, would prefer the system now over simple attachments that say "this fleet has army power" (if it would be something like that)
Ooh I'd love this. Perhaps armies can go into auxiliary slots or something. Would enrich the ship design greatly; space vs ground firepower trade-off n all. A lot of interesting stuff there IMOI think Wiz indicated that he wants to streamline, not remove it. Something like having all fleets automatically carry armies with them, so you don't have to build them manually.
You can make the different types of army into different types of modules for dedicated army slots, the same as how they have auxiliary slots etc on certain sections now.
like, a cruiser could just have the 'troop section' which has less weapon and/or utility slots, and replaces them with troop slots.