Hey, my very first post.
I have been playing Stellaris for awhile and the concept about war in Stellaris, well, for me, is too simple and straight-forward. So I got some new ideas. Dev, please hear me out.
1. Definition: I think the concept of "deployment period" should be introduced into Stellaris. A ship in Stellaris now has 3 bars: Shields, Armor and Hull points. "Deployment Period" can be put in as the 4th indicator. A ship can not have an unlimited supply. "Supply" for each ship is from 100% and it will decrease based on the time a ship is not docked with a Starbase and it will decrease faster while the ship is in combat. When the ship reach 0% of supply, it will automatically make an emergency jump back to homebase and rejoin the fleet just like as new ship just finished being built.
// Or the ship will not regenerate shields and take big penalties to its fire rate, evasion etc...
2. Apply: Bigger ships have bigger supply bar, thats for sure. Now when you go to offensive war, you have to take supply into consideration. And you have to make sure that your fleet doesn't get cut off, otherwise your newly built or newly supplied ships will just get destroy. Its the same way that reinforcing a fleet works.
3. What it will do:
- Spamming torp corvettes won't work. It can get you to win a battle, but not a war (maybe defensive war only). Since corvettes can only carry a small amount of supply.
- It creates a more realistic war. Hit and run now works perfectly when you try to use a small fleet of corvettes to try and intercept the supply route. -> this is when the "force disparity" introduced in 2.0 really make em hurt.
- You can not bombard a planet forever.
- Now you have more incentives to split your fleets and try to go for a war of attrition in a defensive war as you try to force the enemies to waste their supply and then retake the captured systems with a smaller fleet that can be easily supplied in your territory.
4. Add-on: We can introduce a new class of ship, "Cargo ship" or "Fleet Carrier". Which works like a mobile starbase. However, you can not upgrade your ships using cargo ship and it also has supply points which can be upgraded through tech. So when your ships are repairing or taking supplies, the supply points of cargo ships will decrease significantly. The amount of supply can also be upgrades via tech. Cargo ships should also be as expensive as a titan so you can only have a few cargo ships. (of course the more supply it carries the more expensive it is, we can make it just like a module where you can upgrade and change to fit your needs). When a cargo ship is out of supply you can split it and take it back to homebase for resupply and then direct it to merge with your fleet again.
I love stellaris, and I want the war to be more complex and in-depth, not the economy. I think the economy now is too complex and I think a lot of people will have the same feeling as I am. Managing the economy it just non-stop but the war in Stellaris, the most exciting feature, is just too simple.
I have been playing Stellaris for awhile and the concept about war in Stellaris, well, for me, is too simple and straight-forward. So I got some new ideas. Dev, please hear me out.
1. Definition: I think the concept of "deployment period" should be introduced into Stellaris. A ship in Stellaris now has 3 bars: Shields, Armor and Hull points. "Deployment Period" can be put in as the 4th indicator. A ship can not have an unlimited supply. "Supply" for each ship is from 100% and it will decrease based on the time a ship is not docked with a Starbase and it will decrease faster while the ship is in combat. When the ship reach 0% of supply, it will automatically make an emergency jump back to homebase and rejoin the fleet just like as new ship just finished being built.
// Or the ship will not regenerate shields and take big penalties to its fire rate, evasion etc...
2. Apply: Bigger ships have bigger supply bar, thats for sure. Now when you go to offensive war, you have to take supply into consideration. And you have to make sure that your fleet doesn't get cut off, otherwise your newly built or newly supplied ships will just get destroy. Its the same way that reinforcing a fleet works.
3. What it will do:
- Spamming torp corvettes won't work. It can get you to win a battle, but not a war (maybe defensive war only). Since corvettes can only carry a small amount of supply.
- It creates a more realistic war. Hit and run now works perfectly when you try to use a small fleet of corvettes to try and intercept the supply route. -> this is when the "force disparity" introduced in 2.0 really make em hurt.
- You can not bombard a planet forever.
- Now you have more incentives to split your fleets and try to go for a war of attrition in a defensive war as you try to force the enemies to waste their supply and then retake the captured systems with a smaller fleet that can be easily supplied in your territory.
4. Add-on: We can introduce a new class of ship, "Cargo ship" or "Fleet Carrier". Which works like a mobile starbase. However, you can not upgrade your ships using cargo ship and it also has supply points which can be upgraded through tech. So when your ships are repairing or taking supplies, the supply points of cargo ships will decrease significantly. The amount of supply can also be upgrades via tech. Cargo ships should also be as expensive as a titan so you can only have a few cargo ships. (of course the more supply it carries the more expensive it is, we can make it just like a module where you can upgrade and change to fit your needs). When a cargo ship is out of supply you can split it and take it back to homebase for resupply and then direct it to merge with your fleet again.
I love stellaris, and I want the war to be more complex and in-depth, not the economy. I think the economy now is too complex and I think a lot of people will have the same feeling as I am. Managing the economy it just non-stop but the war in Stellaris, the most exciting feature, is just too simple.