For me, Personally, I'd love if I was able to micromanage combat more in Stellaris. More specifically how my fleet actually fights. I know a lot of people don't want to have to micromanage another thing. However, I think I thought of a way where you could micromanage combat if you want, but didn't have to and still be effective.
I would also love if Ground Invasions and Armies were actually more important and had more depth, but no too much.
In this post, I'm going to be going over my idea of how to let Fleet combat and Ground invasions be more micromanaged. My goals in thinking were: It had to be fun, You don't have to micromanage and could still be effective, and finally, my main goal MAKE GROUND INVASIONS ACTUALLY COOL.
I'm going to go over my New combat system that can be micromanaged but doesn't have to be, and a Ground Army Rework that could tie into the New Combat and Research thing, or could be stand-alone.
NEW COMBAT AND RESEARCH:
Combat System: Fleet and Ground Invasion combat will be changed a bit. Instead of it being more of a headbutt your fleet into another and wait for the outcome. Instead, combat should be put into 3 waves. During the first wave, you start off with a bit more artillery and ranged attacks, or maybe you're the type to rush. 2nd wave would start actual charging engagement. At the 3rd wave, another assault happens and after that fight, one fleet/army would retreat (or you're given the option to) because realistically a government would want to preserve its fleet/army. Unless you have 'No Retreat' then your fleet will keep fighting.
If applied to Ground Invasions it could (in theory) make Ground Invasions more difficult (like they should be).
Tactics and Doctrines: My idea is that you would Research military tactics and when you go into combat you could choose to micromanage each wave of combat (By picking the tactic you research). When micromanaging it, you could choose which Tactic you would want to do. Like picking a play in a MADDEN game for example (if you've ever played on).
There are 2 ways you could implement Military research: You could add a new research section for military research (Which is easier), or Adding a new tab for military research that could also be used research Research/Tactics, and Army Equipment (We're keeping fleet weapons and armor in a normal research. Duh), also in this tab you could equip those Doctrine/Tactic you've researched. For the Military Research tab. You would Assign a Field Marshall to run it (Could just use Researchers Section).
For the sake of my Idea, we're gonna use the new tab for Military Research.
I think this would be easier to implement into the AI compared to other combat changes I've read, because, as you will read later on, I have a plan to make it so it can be automatic for the AI and Player.
Automatic combat option: We have combat AI in the game as an equip option on the ship designs in Fleet designer, so why not make it more useful. When you have a battle, and you don't want to micromanage it. Then the combat AI would take and implement the tactic you have researched.
How would the combat AI use the tactics you've research? 2 ways to fix that is: Let it use all tactic you have research with a flat bonus like it already has (making it better than the player), or the better option would be that, depending on the level of combat AI you have researched the more tactics it can use. A level 1 combat AI would only be able to store (let's say 3) tactics, and it could only use those 3. Maybe you could equip the tactics you want it to use in the Military tab I talked about earlier, or it's just randomized with the automatic best option.
You could sort the tactics in your combat AI as Offense, Defense, and Situational
CONTINUE TO PART 2
I would also love if Ground Invasions and Armies were actually more important and had more depth, but no too much.
In this post, I'm going to be going over my idea of how to let Fleet combat and Ground invasions be more micromanaged. My goals in thinking were: It had to be fun, You don't have to micromanage and could still be effective, and finally, my main goal MAKE GROUND INVASIONS ACTUALLY COOL.
I'm going to go over my New combat system that can be micromanaged but doesn't have to be, and a Ground Army Rework that could tie into the New Combat and Research thing, or could be stand-alone.
NEW COMBAT AND RESEARCH:
Combat System: Fleet and Ground Invasion combat will be changed a bit. Instead of it being more of a headbutt your fleet into another and wait for the outcome. Instead, combat should be put into 3 waves. During the first wave, you start off with a bit more artillery and ranged attacks, or maybe you're the type to rush. 2nd wave would start actual charging engagement. At the 3rd wave, another assault happens and after that fight, one fleet/army would retreat (or you're given the option to) because realistically a government would want to preserve its fleet/army. Unless you have 'No Retreat' then your fleet will keep fighting.
If applied to Ground Invasions it could (in theory) make Ground Invasions more difficult (like they should be).
Tactics and Doctrines: My idea is that you would Research military tactics and when you go into combat you could choose to micromanage each wave of combat (By picking the tactic you research). When micromanaging it, you could choose which Tactic you would want to do. Like picking a play in a MADDEN game for example (if you've ever played on).
There are 2 ways you could implement Military research: You could add a new research section for military research (Which is easier), or Adding a new tab for military research that could also be used research Research/Tactics, and Army Equipment (We're keeping fleet weapons and armor in a normal research. Duh), also in this tab you could equip those Doctrine/Tactic you've researched. For the Military Research tab. You would Assign a Field Marshall to run it (Could just use Researchers Section).
For the sake of my Idea, we're gonna use the new tab for Military Research.
I think this would be easier to implement into the AI compared to other combat changes I've read, because, as you will read later on, I have a plan to make it so it can be automatic for the AI and Player.
Automatic combat option: We have combat AI in the game as an equip option on the ship designs in Fleet designer, so why not make it more useful. When you have a battle, and you don't want to micromanage it. Then the combat AI would take and implement the tactic you have researched.
How would the combat AI use the tactics you've research? 2 ways to fix that is: Let it use all tactic you have research with a flat bonus like it already has (making it better than the player), or the better option would be that, depending on the level of combat AI you have researched the more tactics it can use. A level 1 combat AI would only be able to store (let's say 3) tactics, and it could only use those 3. Maybe you could equip the tactics you want it to use in the Military tab I talked about earlier, or it's just randomized with the automatic best option.
You could sort the tactics in your combat AI as Offense, Defense, and Situational
CONTINUE TO PART 2
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