Ideally the game would have a 10-way split be better than a doomstack. So by the time a doomstack has hunted down let's say 5 of the sub-fleets, the doomstack player has lost. However, all else being equal, a 5-way split should be able to kill the 10-way split 5x faster than a doomstack (each battle takes somewhat longer and more losses, but 5 hunter fleets could also more easily trap a raiding fleet). So you try to set the parameters such that a raiding strategy can win before a doomstack can take them down, while it will be wiped out by a 5-way split before being able to achieve enough warscore. Theoretically I think there should be room in between those two.
Agreed. But we have to remember that any system which can be min/maxed, will be. So the catch is making sure that a doom stack could beat the 5-way split (good strategy name, the "hunter fleet"). To take our hypothetical again:
- Raiders can take territory faster than a doom stack, so they win, but
- Hunters can kill raiders faster than they can take territory, so they win, but
- Doom stacks can ...? Maybe overpower hunters, but without some new function we'd have to be super careful. I feel like it would be tough to keep balanced without the scales tipping to one side or another.
Alternative might be the system defenses you mention below. If it costs a lot to invest in system defenses (or fleet cap) then a player can absolutely turtle to shut down raiders, but a doom stack can smash through.
I think part of this is a question of how quickly you can react to changes in your opponent's ship distribution. That depends on how easily you can tell where they are and how quickly you can concentrate or disperse your fleets (or change their existing orders). I think slower-moving fleets with limited sensor range and orders that can't be quickly reversed would make for more satisfying operational gameplay.
Interesting! I would actually go in the opposite direction and say that a more responsive battlefield would be better. If I see them doom stacking, I respond by splitting my fleet, and they respond with hunter packs, etc. I would think that much larger sensor grids and faster fleets would make wars more fluid and interesting.
Like in the OP's situation, if I could see their fleets coming in time, I could change up my strategy.
The other element I think would help would be more variance in system defenses. So you have fringe systems that don't require a strong fleet to capture, moderately defended systems where you can do some damage to mining and so but which would require strong forces to actually take the planet, and fortress systems where you'd need a highly concentrated force to even survive a raid and taking the planets would be a long siege.
Yeah... system defenses are the part I keep wondering about. Stronger defenses could also counter raiders, but it would create two potential problems:
- If they're too easy to build, then everyone does it and raiders aren't viable anymore.
- If they're expensive to build, then they make a good third way (stops raiders, but doom stacks can smash through). But you have no flexibility. You're completely invested in those immobile bases, and an offensive war might be next to impossible because all your resources are stuck in place.
Other options, though, might include:
Strong system defenses need influence to build? Could allow for the situation you describe above, where you can lightly defend outposts and fortify the living crap out of a few worlds, but have to be choosey. (Imho influence should be a much bigger part of the game. As the only truly limited resource, it could play a huge role in making empire-defining choices.)
Defense strength builds up over time? So a defensive station that's been orbiting Earth for 100 years can take on entire fleets, but a platform I chucked up on an outpost can handle little more than pirates.