Excited about Stellaris... and regarding warfare... tempering my initial expectations. I respect the fact that the devs couldn't focus on everything and still release in 2016... and that they held true to the original vision (Dev Diary #1):
I'm impressed with the focus on exploration, procedurally generated races, depth of ethics and traits, pop complexity, and not having a standard tech tree. However, interstellar warfare is a key element of 4X... even if not the focus of the vanilla release, so I have some questions.
I scanned the dev diaries and previous threads. If I missed the answers, please be patient & point me in the right direction. If the answers are still unknown to the forum, perhaps the devs can shed some light... as time permits.
1. Does a warship that suffered major damage (say less than 10% of its hull points left) have the same capabilities / combat stats as its sister ship (same class / variant) that is undamaged... or do stats such as weapons damage, targeting, speed, & evasion taper off with increasing hull point damage? I do understand that:
2. Can ships only repair at space ports or can they also repair themselves... either slowly and / or partially? I understand shields regenerate over time, but anything else without a space port?
3. Strike craft range: As of the Dev Diary #18 thread...
Any further updates or insights? For example:
- Will strike craft have a significantly longer range than missiles? Be able to strike across half a system or more... or must they stay close to their carriers / bases?
- Might it be possible for a space port with hanger bays to send its squadrons / wings to support a nearby defense station under attack?
4. Strike craft tactics: Will strike craft change their tactics based on the strength of the enemy? For example:
- Fly well ahead of carriers to strike at a weaker force of raiders attempting to flee the system.
- Stay close and attack in unison with the fleet against a strong enemy well equipped with point defense weapons... so that the strike craft aren't ripped apart in piece meal before the rest of the fleet can engage.
5. Defense Army Mobility: Do Defense Armies also have transports to move them in between owned / occupied colonies or are they static... must remain at the colony that they were recruited on? The videos go so fast, I couldn't tell. I recall an early stream discussion in which Wiz mentioned that assault armies were more expensive because they had their own transports. In context, I don't know if that translated into defense armies being static; not transportable to other colonies.
6. Colony Occupation: Once an invader defeats the defender's armies, will unhappy pops under occupation potentially revolt later? If yes, does a strong occupation garrison prevent or postpone any brewing revolts... or simply stands by to crush any resistance attempt?
7. Battle Outcomes... any chance for upsets? In Earth history, a weaker military force has on rare occasion surprisingly defeated a stronger one. Any chance of this in Stellaris... on rare occasion? At first glance, Stellaris combat seems straight forward... with outcomes very predictable to the keen observer.
Again, thanks to anyone with answers & insights.
The vision statement the for Stellaris is: "The galaxy is ancient and full of wonders..." I think it captures the spirit of what we are trying to do... I want to make Stellaris the most replayable of all of our games... The galaxy should always be unknown and surprising."
I'm impressed with the focus on exploration, procedurally generated races, depth of ethics and traits, pop complexity, and not having a standard tech tree. However, interstellar warfare is a key element of 4X... even if not the focus of the vanilla release, so I have some questions.
I scanned the dev diaries and previous threads. If I missed the answers, please be patient & point me in the right direction. If the answers are still unknown to the forum, perhaps the devs can shed some light... as time permits.
1. Does a warship that suffered major damage (say less than 10% of its hull points left) have the same capabilities / combat stats as its sister ship (same class / variant) that is undamaged... or do stats such as weapons damage, targeting, speed, & evasion taper off with increasing hull point damage? I do understand that:
No, we don't track individual component-damage.
2. Can ships only repair at space ports or can they also repair themselves... either slowly and / or partially? I understand shields regenerate over time, but anything else without a space port?
3. Strike craft range: As of the Dev Diary #18 thread...
Strike Craft do have a range-limit. We're still tuning that so not sure on range just yet, what do you all think makes more sense?
Any further updates or insights? For example:
- Will strike craft have a significantly longer range than missiles? Be able to strike across half a system or more... or must they stay close to their carriers / bases?
- Might it be possible for a space port with hanger bays to send its squadrons / wings to support a nearby defense station under attack?
4. Strike craft tactics: Will strike craft change their tactics based on the strength of the enemy? For example:
- Fly well ahead of carriers to strike at a weaker force of raiders attempting to flee the system.
- Stay close and attack in unison with the fleet against a strong enemy well equipped with point defense weapons... so that the strike craft aren't ripped apart in piece meal before the rest of the fleet can engage.
5. Defense Army Mobility: Do Defense Armies also have transports to move them in between owned / occupied colonies or are they static... must remain at the colony that they were recruited on? The videos go so fast, I couldn't tell. I recall an early stream discussion in which Wiz mentioned that assault armies were more expensive because they had their own transports. In context, I don't know if that translated into defense armies being static; not transportable to other colonies.
6. Colony Occupation: Once an invader defeats the defender's armies, will unhappy pops under occupation potentially revolt later? If yes, does a strong occupation garrison prevent or postpone any brewing revolts... or simply stands by to crush any resistance attempt?
7. Battle Outcomes... any chance for upsets? In Earth history, a weaker military force has on rare occasion surprisingly defeated a stronger one. Any chance of this in Stellaris... on rare occasion? At first glance, Stellaris combat seems straight forward... with outcomes very predictable to the keen observer.
Again, thanks to anyone with answers & insights.