Here is a list of a few ideas to make Stellaris a great game.
1. All weapon types for each weapon category. For example, missile defense should not only be a rail-gun system. You should also have a missile defense system for energy weapons and also one for missiles. You should be able to play at an equal footing for whichever type of weapon systems you want to use, space empires should be different, not all using the same types weaponry.
2. More weapon variation and "specials" in the higher tiered weapons for all weapon sizes. The "best" weapons in the game are usually limited to just large slots, there should be a larger variation of weapons for all weapon slots.
3. Corvette spam is rampant. The main issue is evasiveness. Right now it is a linear progression, you just need to max out everything that gives evasion and you can get 70%+, I think all specs should get a diminishing return, so the more evasive it is the less evasiveness you can add.
4. To add more flavor and fun to fleet building and management you should get a bonus for each core you pick for each ship, like the Hope Breaker core on the destroyer, using that core will give that destroyer a 20% increase in weapon tracking. Using the Faith Breaker core though can increase power by 20%. This will help specialize the ships to what you want and allow for more in-depth fleet building.
5. Weapon damage should be decreased or armor/defense increased because right now the combat in Stellaris is very linear and fast, everyone makes one giant fleet to crush another persons giant fleet and whoever wins that battle usually wins the war. An engagement should provide a "time buffer" so the defender can build or organize forces in other sectors to try to hold off the attackers, right now you take over a month to build a ship and it dies in just a second.
6. Make FTL have more limitations in early to mid game, right now with Wormhole technology I can literally have a 50k fleet in my home system, declare war on an enemy, then instantly put that 50k fleet in their home system. Give FTL a large tree of researches to help develop it from simple wormhole technology which can go only a couple systems max to going across the galaxy with ease.
7. This one ties into idea six, making communication and sensors a larger part of the game, you shouldn't be able to travel anywhere you want with ease, it should take a while from early to middle to even late game. Sensors should provide the communication structure needed to know what is in your empire and a little beyond to allow you to coordinate defenses or give some intelligence on an attack.
8. AI opponents should trade more often, it sucks that because someone doesn't like one little thing about you they can't trade anything. Make the trading more like buying peoples faith while also showing goodwill will provide you better trading opportunities with them.
9. Defenses should have a lower maintenance cost but same initial cost. They should take time to put up but if you have the time, like a hundred years you can build upwards of 20k in defenses in a system. Maybe using a ring station around a planet can act like a massive command and control base.
10. Fleets are too large, the ships are awesome but they seem like little toys instead of these massive spaceships. Having them last longer in battle and giving more motivation to keep them such as experience would do wonders. A movie I liked because of the combat was Wing Commander, the movie wasn't great but I liked how they did combat. All the ships seemed to have weight and it was less about just numbers and more about strategy and when and where to attack. This is why intel is so important.
11. Add the ability to just start a war without needing to declare it, this would obviously be a very bad thing politically but if the rewards outweigh the fallout you can cause a crippling strike on your enemy before they can provide a solid defense.
12. Please add a type of spacial field distortion that limits FTL after a jump, right now you can hop around the map like a bunny on speed. I think having research to decrease this time would be great, make the beginning time around 30-45 seconds and slowly decrease that based off of research.
I will be posting more ideas later. Hope these are alright.
1. All weapon types for each weapon category. For example, missile defense should not only be a rail-gun system. You should also have a missile defense system for energy weapons and also one for missiles. You should be able to play at an equal footing for whichever type of weapon systems you want to use, space empires should be different, not all using the same types weaponry.
2. More weapon variation and "specials" in the higher tiered weapons for all weapon sizes. The "best" weapons in the game are usually limited to just large slots, there should be a larger variation of weapons for all weapon slots.
3. Corvette spam is rampant. The main issue is evasiveness. Right now it is a linear progression, you just need to max out everything that gives evasion and you can get 70%+, I think all specs should get a diminishing return, so the more evasive it is the less evasiveness you can add.
4. To add more flavor and fun to fleet building and management you should get a bonus for each core you pick for each ship, like the Hope Breaker core on the destroyer, using that core will give that destroyer a 20% increase in weapon tracking. Using the Faith Breaker core though can increase power by 20%. This will help specialize the ships to what you want and allow for more in-depth fleet building.
5. Weapon damage should be decreased or armor/defense increased because right now the combat in Stellaris is very linear and fast, everyone makes one giant fleet to crush another persons giant fleet and whoever wins that battle usually wins the war. An engagement should provide a "time buffer" so the defender can build or organize forces in other sectors to try to hold off the attackers, right now you take over a month to build a ship and it dies in just a second.
6. Make FTL have more limitations in early to mid game, right now with Wormhole technology I can literally have a 50k fleet in my home system, declare war on an enemy, then instantly put that 50k fleet in their home system. Give FTL a large tree of researches to help develop it from simple wormhole technology which can go only a couple systems max to going across the galaxy with ease.
7. This one ties into idea six, making communication and sensors a larger part of the game, you shouldn't be able to travel anywhere you want with ease, it should take a while from early to middle to even late game. Sensors should provide the communication structure needed to know what is in your empire and a little beyond to allow you to coordinate defenses or give some intelligence on an attack.
8. AI opponents should trade more often, it sucks that because someone doesn't like one little thing about you they can't trade anything. Make the trading more like buying peoples faith while also showing goodwill will provide you better trading opportunities with them.
9. Defenses should have a lower maintenance cost but same initial cost. They should take time to put up but if you have the time, like a hundred years you can build upwards of 20k in defenses in a system. Maybe using a ring station around a planet can act like a massive command and control base.
10. Fleets are too large, the ships are awesome but they seem like little toys instead of these massive spaceships. Having them last longer in battle and giving more motivation to keep them such as experience would do wonders. A movie I liked because of the combat was Wing Commander, the movie wasn't great but I liked how they did combat. All the ships seemed to have weight and it was less about just numbers and more about strategy and when and where to attack. This is why intel is so important.
11. Add the ability to just start a war without needing to declare it, this would obviously be a very bad thing politically but if the rewards outweigh the fallout you can cause a crippling strike on your enemy before they can provide a solid defense.
12. Please add a type of spacial field distortion that limits FTL after a jump, right now you can hop around the map like a bunny on speed. I think having research to decrease this time would be great, make the beginning time around 30-45 seconds and slowly decrease that based off of research.
I will be posting more ideas later. Hope these are alright.
- 1