• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Iriuga

Recruit
1 Badges
Jan 18, 2017
7
5
  • Imperator: Rome Sign Up
Does anybody feels like the combat is stellaris is kinda boring?I think that stellaris still has potential to make combat(espesially ship combat) extremely complex and rewarding at the same time.In its current state the combat is quite plain and straightforward but i have some ideas that could make the battle much more fun and compeling Adding new warship types such as privateers that can capture enemy ships, add new combat ais that will focush on specific enemy ship type(like an ai that will programm a converte to have primary target enemy battleships or privateers), capital ships that will be extremely strong and expensive but having even 3 of them as flagships will make you a super power and loosing them being a big setback to the war effort, ship experience modifier,+ terrain modifiers(asteroid belts being a favorable battlefield for corvettes, or celestial bodies with hight magnetic fields being a good battle location for stronger ships etc).
I have some other ideas like adding superweapons, planetary destruction or even creation, ship customizations(colors, paterns), managing planetary invasions, pirate threats, trade ships, mercenaries, expanded character development(building the ulimate fleet commander etc)also give fleetcommaders a skill cap on how many starships they can command, to counter the huge doomfleets, but i think that some of those are planned for dlc.
Dont get me wrong, i love the game but it gets kinda repetive after a while and i think that making it more comlex in the late game will make it much better and a classic
 
Last edited:
  • 4
  • 1
  • 1
Reactions:

JacobNzC

Recruit
15 Badges
Jan 21, 2017
2
2
  • Europa Universalis IV
  • Sword of the Stars II
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
well there are a number of issues with battles, for starters absolutely no way to control the flow or tempo of the battles, you send them into a blob and they do there own thing, second is the lack of terrain variances, for instance if fighting near asteroid belts why cant smaller corvettes get positive effects like increased evasion for instance since they are smaller and have more maneuverability and can use asteroids as cover or decoys, or attacking a fleet that is near the gravity well of a planet, again suffering due to having limited maneuverability; another issue is the small size of systems, the current system you cruise into an enemy system and know exactly where the enemy is, there is no fog of war no chance to decoy away from your actual target to break up a superior fleet, my dream is to have large systems where entire fleets can be hiding undetected forcing me to scout so i don't get drawn into an ambush

saying all that i think stellaris is a good game its just going to take a couple of years to be a great game
 
  • 1
Reactions:

bodhi

Captain
55 Badges
Feb 14, 2013
342
741
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Cadet
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines - After Dark
I would have preferred small manageable fleets, with combat mechanics (and fleet control interface) more along the lines of the classic space RTS Homeworld. Small compact fleets which are "abstractions" representing larger fleets. Would have worked perfectly in Stellaris and made fleets feel very "tactile". As it is, Paradox went for the opposite: literally huge fleet swarms and very little tactical control. Combat is very unsatisfying in Stellaris.

That's a fundamental design decision - so I doubt that will ever change.
 
  • 2
  • 1
Reactions:

JacobNzC

Recruit
15 Badges
Jan 21, 2017
2
2
  • Europa Universalis IV
  • Sword of the Stars II
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
yeah i agree i was hoping for a little more of Babylon 5 feel to battles where ships could be Damaged, withdraw make repairs and come back into the fight real time, would make battles over systems a little more important, as things stand i just throw my ships away as they are nothing more cannon fodder
 
  • 1
Reactions:

Iriuga

Recruit
1 Badges
Jan 18, 2017
7
5
  • Imperator: Rome Sign Up
well there are a number of issues with battles, for starters absolutely no way to control the flow or tempo of the battles, you send them into a blob and they do there own thing, second is the lack of terrain variances, for instance if fighting near asteroid belts why cant smaller corvettes get positive effects like increased evasion for instance since they are smaller and have more maneuverability and can use asteroids as cover or decoys, or attacking a fleet that is near the gravity well of a planet, again suffering due to having limited maneuverability; another issue is the small size of systems, the current system you cruise into an enemy system and know exactly where the enemy is, there is no fog of war no chance to decoy away from your actual target to break up a superior fleet, my dream is to have large systems where entire fleets can be hiding undetected forcing me to scout so i don't get drawn into an ambush

saying all that i think stellaris is a good game its just going to take a couple of years to be a great game

yeah, terrain variances would be great and i believe we are gonna get them in the near future
 

WittyCatt

Private
36 Badges
Dec 29, 2016
12
0
  • Crusader Kings II: Charlemagne
  • Cities: Skylines Deluxe Edition
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
I just ragequit the game cause I started a new playthrough with commonwealth of man, and I immediately neighboured with some other xenophobes purifiers. Either way, I instantly attacked them as a frontier outpost intruded into my borders.

I destroyed it, 2 mines and a research station in the neighbouring system. Researched their contact, then declared war on them.

One of their fleets shows up with 1 more ship than mine, for whatever reason their admiral had one more skill point. I had three corvettes inbound as reinforcement.

Their research: Fusion reactors.
My research: Deflectors, Plasma thrusters.
Both red lasers.

They win with their +1 skill admiral who never fought a battle before. Without deflectors, with worse thrusters.
They have a bigger fleet after having invested 200 minerals into a frontier outpost.

Why doesn't all of this make sense to me? I have never finished a game cause you always end up in some sort of status quo with the entire galaxy, and either way any option of conquering is suboptimal unless you instantly purge all xenos, slavery is only a trade in of research speed for minerals and food. Or suddenly a FE awakens and just stomps everything.

And of course, every war boils down to doom stack vs doom stack. In DW: universe I had on average 10 fleets to send around, and it was very comfortable to manage, and the tech I had actually mattered, and not just one skill point that the AI got for free.
 

Iriuga

Recruit
1 Badges
Jan 18, 2017
7
5
  • Imperator: Rome Sign Up
I would have preferred small manageable fleets, with combat mechanics (and fleet control interface) more along the lines of the classic space RTS Homeworld. Small compact fleets which are "abstractions" representing larger fleets. Would have worked perfectly in Stellaris and made fleets feel very "tactile". As it is, Paradox went for the opposite: literally huge fleet swarms and very little tactical control. Combat is very unsatisfying in Stellaris.

That's a fundamental design decision - so I doubt that will ever change.
I just ragequit the game cause I started a new playthrough with commonwealth of man, and I immediately neighboured with some other xenophobes purifiers. Either way, I instantly attacked them as a frontier outpost intruded into my borders.

I destroyed it, 2 mines and a research station in the neighbouring system. Researched their contact, then declared war on them.

One of their fleets shows up with 1 more ship than mine, for whatever reason their admiral had one more skill point. I had three corvettes inbound as reinforcement.

Their research: Fusion reactors.
My research: Deflectors, Plasma thrusters.
Both red lasers.

They win with their +1 skill admiral who never fought a battle before. Without deflectors, with worse thrusters.
They have a bigger fleet after having invested 200 minerals into a frontier outpost.

Why doesn't all of this make sense to me? I have never finished a game cause you always end up in some sort of status quo with the entire galaxy, and either way any option of conquering is suboptimal unless you instantly purge all xenos, slavery is only a trade in of research speed for minerals and food. Or suddenly a FE awakens and just stomps everything.

And of course, every war boils down to doom stack vs doom stack. In DW: universe I had on average 10 fleets to send around, and it was very comfortable to manage, and the tech I had actually mattered, and not just one skill point that the AI got for free.

Its a fact that the AI in higher difficulties cheats, but i can see that the reason for this is to balance the game(it would be good to have an AI that will counter human brain although with no cheats). I agree to your point that technologies for early weapons and defence have small impact and the wars overall require little to no strategy.
Dont quit the game yet, it has its strong sides and many stuff to improve(the programing behind those kind of games is extremely difficult)
 
Last edited: