Dragatus pointed out i should move my Post to a Topic and not a Reply, so here it is:
I think we need a more hands-off approach for this management-heavy game and align the warfare with the rest of the laid-back experience.
I would suggest stepping back from the idea that ships individually are used for any metrics or balancing approach. I would rather see a rework on the task force level so that task forces are the main unit to balance around. This would entail a rework on how big a Fleet can be and a system behind it that allows us to further customize and build our empire doctrines.
In short, I would like to see a system inspired by how Hearts of Iron 4 manages its army and unit design and warfare.
In my personal opinion, it would fit Stellaris, an empire-building and management game, quite well because it would convey the much larger scale we are operating on. I find it quite jarring that we mostly maneuver 1-4 Fleets around, primarily stacked together to avoid risking losing the decisive battle against the opposing stack.
Here is what I imagine the changes would look like:
How I imagine the Task Force Designer (a really quick mock-up I made, numbers are not final!):
This is just shamelessly plucked from HoI and a little remodeled. But the overall system in HoI really works well and is somewhat intuitive. Basically, you create a Task Force template that consists of a set number of ships. The more ships you stack in the task force, the more organization penalty and supply usage you will stack.
Organization would work nearly the same as in HoI; you could call it "Morale" to differentiate it, which dictates when a Task Force will not be able to fight, where ships take extra damage, or emergency warp out of combat.
This would result in a more natural back and forth as we know it from HoI, and a defeat would not mean waiting for 200 days and then having to drive back to the front while the enemy stomps your stations.
Screening would be a similar mechanic as in HoI Naval combat whereby your Flagships are protected against Strikecraft and Missiles. Ships with PD or Strike Craft provide better screening. A good foundation to fiddle with numbers and composition to suit your play styles.
What this would look like on the Galaxy Map:
I sat down again and made some mock-ups of a highly experimental (numbers are not final) representation of how I imagine the UX of the Supply system.
I came up with two Supply Map modes A & B to convey the Supply system to the Player; I did not decide which one is more useful/better:
Map Mode Type A:
Finally, I'd like to suggest an easy-to-read tooltip when moving task forces to support the system:
The keen reader might ask at this point, "how does all this work with Jump drives and the YEET Machine we will get in Overlord?" And it's pretty simple. This system balances these functions out pretty well by the fact that, yes, you can jump directly into the heart of an enemy empire, but you will run out of supply there, making the whole affair a high-risk - high-reward scenario. As mentioned before, task forces will get an internal supply storage that keeps them afloat for some time outside of supply range but not indefinitely. So, when you decide to make an offensive jump, do it within your respectively predicted supply range behind enemy lines to open up another attack direction, or take the risk by taking out an important shipyard or taking the homeworld in one swoop and hope for the best.
Another thing that surely comes to mind is how supply is handled if you operate inside allied territory. This is another aspect that needs to be play-tested. But for the sake of balance, and to not give allied empires (or diplomatically focused ones) the benefit of circumventing the stacking by giving each empire their own "Allied Supply Cap" in a system, they should share the Supply Cap. However, supplies should not be shared if you just have open borders without any military connections like fighting the same enemy.
This would allow for a larger reserve but never the idea of being able to bring more guns to a fight and keep it fair.
On a side note of allies: Federations could get a Shared Fleet Cap whereby you can field a set amount of task forces, based on contribution level. It would be far easier to manage and control such task forces. Because you could just add the Type to the Designer whether the player is President or not:
One thing that is still not fixed by this is how you design ships for them. I think that must stay inside the federation window for now.
Also, don't get distracted by how cramped the window seems; it can be scaled up and a slider could be added. I think most players won't design more than 3-5 designs, but it should be possible to go for nearly unlimited ones.
In order to make the organization and interaction with task forces more fluid and easy to handle, I propose that 'fleets' now be viewed as a higher hierarchical organizational unit, with task forces as part of a fleet. Within this organizational unit, admirals can be appointed, allowing their skills to benefit the entire fleet.
If admirals are now leading a fleet of task forces and the command cap is based on the task force rather than the ships, we could reintroduce the 'command limit' as a skill and level bonus
This would also increase the value of high-level admirals as they could extend their significant bonuses to more task forces.
By making fleets a possible method of controlling a larger amount of task forces with a single click, I believe a semi-light frontline system, as in HoI, would be necessary. This would allow players who prefer less micro-management in their game to easily deploy task forces along a frontline and have combat somewhat automated.
This would also keep the outliner in check, as we currently have the problem that it often explodes as soon as we have fleet splitting or reinforcements drop out of hypertravel when their target fleets get defeated. It could function in the same way as the sector section in the outliner where you can expand the fleet to get individual task forces listed. However, you do not have to do this, as you can simply click the fleet and set deployment and frontline commands.
How a war would be conducted with this system:
The best thing about this change would be how it simplifies the balancing of starbases. In vanilla Stellaris pre-Overlord, you can just stack up fleets until you outnumber the base, which quickly happens. To compensate, we got the new planetary rings to boost our rather weak starbases with even more defensive numbers, so a system can be a significant roadblock, even in the endgame. But this forces an attacking player to concentrate all their military fleets to overcome such a system - quite the opposite of what we wanted when addressing doomstacks.
So, why does this "fix" these problems?
One factor that should be changed is how fast fleets and bases repair. This should be slowed down, so a defense can be worn down over time. This would mean the defending player could be gradually worn down, or they switch out their fleets with reserves or maybe invest some resources to make emergency repairs. So the warfare is tied more closely with how good your economy is. This needs playtesting, however.
Starbases can be used as staging grounds for a war and specialized as a supply hub, adding another decision a player can make when choosing where to place their bases.
I imagine players handling 2-15 fleets in the early game and having starbases at positions they won't focus their fleets on. Maybe go all-in with a war and leave the rest to defend with their starbases and a reaction force in the inner systems (Fast-Fleet, remember?). Or just the border to a neighbor that is just really peaceful for now. More gameplay decisions to make.
After military use is balanced around game progression, starbases could also get much more civilian uses like mining or research, because you don't need to litter your whole empire with 70k stepping stones to hold off the 550k doomstacks for an extra half-second. More choices, more options, I like it.
It took me 3 hours to make this post, but I think it was about time to create some mock-ups of how I envision a better combat system for Stellaris.
03.05.22: In further discussions, some wording came up that could make more sense. Please feel free to replace "Fleet" with "Task Force" and "Flagship" with "Capital Ship". Their basic meanings would be "Task Force"/"Fleet" as the smallest controlled unit on the map, and "Capital Ship"/"Flagship" as the big, heavy-hitting core of your Task Forces. 15.07.23: I've cleaned up the text and formatting a bit, and I hope this makes it easier to read. Please feel free to discuss or challenge my suggestions; perhaps we can refine these ideas together! |
I think we need a more hands-off approach for this management-heavy game and align the warfare with the rest of the laid-back experience.
I would suggest stepping back from the idea that ships individually are used for any metrics or balancing approach. I would rather see a rework on the task force level so that task forces are the main unit to balance around. This would entail a rework on how big a Fleet can be and a system behind it that allows us to further customize and build our empire doctrines.
In short, I would like to see a system inspired by how Hearts of Iron 4 manages its army and unit design and warfare.
In my personal opinion, it would fit Stellaris, an empire-building and management game, quite well because it would convey the much larger scale we are operating on. I find it quite jarring that we mostly maneuver 1-4 Fleets around, primarily stacked together to avoid risking losing the decisive battle against the opposing stack.
Here is what I imagine the changes would look like:
- Task forces are our new main units.
- They consist of a Flagship(s) and Support/Escorts.
- Flagships: (Battle) Cruisers, Battleships, Carriers, Titans
- Support/Escorts: Corvettes, Frigates, Destroyers, Cruisers
- You retain the "Fleet designer".
- These new task forces are much smaller in comparison, and there could be an option to research capacity increases or completely fill the task force anyways, but this will focus on different stats and lower others.
- "Smaller in size" is a relative term when it comes to representation. There could be a "Number of Ships per Unit" stat that gets represented based on how many ship models are in the task force on the map. For example, a Corvette Unit could consist of 5 Corvettes, and a task force of four Corvette units could have 20 Ships. So, the scale would even increase purely representation-wise.
- This could also tie into the stats, giving the player another option on how to design task forces.
- Each task force gets a Soft HP system (going to call it "Organization" for now).
- Each task force has Supply.
- Supply will be a system which dictates how long and where the task force can operate without access to home territory or other means.
- Each Planet and Starbase Module provides Supply to a system and adjacent systems.
- In this range, your task forces will be supplied.
- The Supply is hard-capped; if you overextend, all task forces in range will use up their own Supply Storage, and after that, receive very harsh penalties.
- The Supply cap and range could be extended with research but not to ridiculous means (not make it obsolete).
How I imagine the Task Force Designer (a really quick mock-up I made, numbers are not final!):
This is just shamelessly plucked from HoI and a little remodeled. But the overall system in HoI really works well and is somewhat intuitive. Basically, you create a Task Force template that consists of a set number of ships. The more ships you stack in the task force, the more organization penalty and supply usage you will stack.
Organization would work nearly the same as in HoI; you could call it "Morale" to differentiate it, which dictates when a Task Force will not be able to fight, where ships take extra damage, or emergency warp out of combat.
This would result in a more natural back and forth as we know it from HoI, and a defeat would not mean waiting for 200 days and then having to drive back to the front while the enemy stomps your stations.
Screening would be a similar mechanic as in HoI Naval combat whereby your Flagships are protected against Strikecraft and Missiles. Ships with PD or Strike Craft provide better screening. A good foundation to fiddle with numbers and composition to suit your play styles.
What this would look like on the Galaxy Map:
- Three task forces (two Backbones and one Carrier) at the border of your Empire.
- Six fast task forces outside of the Empire territory and out of supply.
- Three task forces from the neighboring empire.I thought about the color coding and realized that on the left, there are always the planet icons for inhabitable planets. Because you won't really colonize a system with enemies in it, why not ALWAYS put the enemy task forces on the left side so it's easier to read? Right side for your ships - left side for enemy ships. Also, this would allow using color coding for ship status even more. I sat down again and made some mock-ups of a highly experimental (numbers are not final) representation of how I imagine the UX of the Supply system.
I sat down again and made some mock-ups of a highly experimental (numbers are not final) representation of how I imagine the UX of the Supply system.
I came up with two Supply Map modes A & B to convey the Supply system to the Player; I did not decide which one is more useful/better:
Map Mode Type A:
- Supply is displayed by an icon underneath a system, along with the current available cap. Starbases that have the right buildings (Anchorages, Supply Depots, etc.) and planets provide supply cap to neighboring systems (shown by the hexagon around the Supply Symbol).
- Here, I chose three jumps as a basic supply range (similar to how the trade collection range works). As mentioned before, the numbers are not final. For simplicity's sake, the Backbone fleet needs 50 supply, and the Fast fleet needs 25.
- As we can see, the three task forces down in Nordak have overstretched and breached the system supply limit, resulting in being undersupplied.
- Our starbases are too far from the northern borders, and we should build up another one with a supply hub to be able to deploy task forces there. This is just in case the blue neighbor decides to dislike us. Or maybe we want to build up a base at the border to be ready to start an invasion ourselves, with the maximum supply range when operating outside home territory.
- In theory, we could abandon our posts in the Qeb Daraan system because here, the border is protected by our starbase, just like in Calima'el.
- The situation didn't change from Type A, but I went for a system that highlights all hyperlanes/systems that are in supply range of the bases.
- You can imagine something like the trade lane map mode we already have. It can be interchangeably used with a bubble that wraps around all supplied space, something akin to sector map mode.
- This mode would also allow us to see directly how far we can advance into neighboring territory before we need to build up another base or capture a planet.
- I played with the idea to also show the supply nodes under the systems in foreign territory in Map mode A, but I think it should be dynamic based on the diplomatic state. These include:
- At War
- Open Borders
- Allied
- Only important stuff is shown, like the three task forces out of supply and suffering, and the Supply Hubs to perhaps read the map and calculate in your head how far your task forces can go.
- However, this will be supported by either a context-based map mode or a tooltip coming right up.
Finally, I'd like to suggest an easy-to-read tooltip when moving task forces to support the system:
- I know I removed some information, but this can be added beneath or based on context.
- Context-based information is already in the game (only see anomalies when selecting a research ship, for example, which is a great feature by the way).
- The tooltip could be expanded by showing where the station lies that is providing the supply or how far the next supply hub is.
The keen reader might ask at this point, "how does all this work with Jump drives and the YEET Machine we will get in Overlord?" And it's pretty simple. This system balances these functions out pretty well by the fact that, yes, you can jump directly into the heart of an enemy empire, but you will run out of supply there, making the whole affair a high-risk - high-reward scenario. As mentioned before, task forces will get an internal supply storage that keeps them afloat for some time outside of supply range but not indefinitely. So, when you decide to make an offensive jump, do it within your respectively predicted supply range behind enemy lines to open up another attack direction, or take the risk by taking out an important shipyard or taking the homeworld in one swoop and hope for the best.
Another thing that surely comes to mind is how supply is handled if you operate inside allied territory. This is another aspect that needs to be play-tested. But for the sake of balance, and to not give allied empires (or diplomatically focused ones) the benefit of circumventing the stacking by giving each empire their own "Allied Supply Cap" in a system, they should share the Supply Cap. However, supplies should not be shared if you just have open borders without any military connections like fighting the same enemy.
This would allow for a larger reserve but never the idea of being able to bring more guns to a fight and keep it fair.
On a side note of allies: Federations could get a Shared Fleet Cap whereby you can field a set amount of task forces, based on contribution level. It would be far easier to manage and control such task forces. Because you could just add the Type to the Designer whether the player is President or not:
One thing that is still not fixed by this is how you design ships for them. I think that must stay inside the federation window for now.
Also, don't get distracted by how cramped the window seems; it can be scaled up and a slider could be added. I think most players won't design more than 3-5 designs, but it should be possible to go for nearly unlimited ones.
In order to make the organization and interaction with task forces more fluid and easy to handle, I propose that 'fleets' now be viewed as a higher hierarchical organizational unit, with task forces as part of a fleet. Within this organizational unit, admirals can be appointed, allowing their skills to benefit the entire fleet.
If admirals are now leading a fleet of task forces and the command cap is based on the task force rather than the ships, we could reintroduce the 'command limit' as a skill and level bonus
This would also increase the value of high-level admirals as they could extend their significant bonuses to more task forces.
By making fleets a possible method of controlling a larger amount of task forces with a single click, I believe a semi-light frontline system, as in HoI, would be necessary. This would allow players who prefer less micro-management in their game to easily deploy task forces along a frontline and have combat somewhat automated.
This would also keep the outliner in check, as we currently have the problem that it often explodes as soon as we have fleet splitting or reinforcements drop out of hypertravel when their target fleets get defeated. It could function in the same way as the sector section in the outliner where you can expand the fleet to get individual task forces listed. However, you do not have to do this, as you can simply click the fleet and set deployment and frontline commands.
How a war would be conducted with this system:
- Firstly, I think the hyperlane density must be set to a higher minimum value to create more broad front lines and have maneuver space.
- When a war starts, you can command your front line to attack, and the ships start to move into the enemy territory automatically until the war is over or you command them to stop. To clarify this: you can always do everything by hand, of course.
- When two opposing task forces meet, a space battle is started in this system:
- The phases should roll each month, mainly to bring the combat flow in line with the rest of the game. The whole damage calculation should be based on each roll. But this is so in-depth, it needs testing and a more complex understanding of how the values interact with each other.
- The green bar displays the organization/HP/ships because these values all intertwine with each other; if one of the values drops too hard in comparison to the rest of the task force, the willingness to fight drops.
- The orange bar is the supply. This can be used to overstack for some months to make a breakthrough but at the risk of losing heavily due to lack of supply. This window could also be used to display the system and its modifiers better.
- While the battle occurs, you can enter the system and still watch the animations, but they are not a 100% representation of what is happening(Just as it is right now). It would open the door for a much more cinematic presentation of space combat with maneuvers or big stand-offs, and no more death ball of doom light show.
The best thing about this change would be how it simplifies the balancing of starbases. In vanilla Stellaris pre-Overlord, you can just stack up fleets until you outnumber the base, which quickly happens. To compensate, we got the new planetary rings to boost our rather weak starbases with even more defensive numbers, so a system can be a significant roadblock, even in the endgame. But this forces an attacking player to concentrate all their military fleets to overcome such a system - quite the opposite of what we wanted when addressing doomstacks.
So, why does this "fix" these problems?
- Starbases can be balanced around fending off 1-2 fleets based on the supply limit and the time/state of the game. For example, a Citadel should be able to withstand an attack from 4-6 fleets in the endgame, but late-game fleets are also stronger.
- They now serve as a reliable way to defend borders where you don't want or can't position a fleet. They offer a formidable alternative without draining your alloy budget on immovable firepower.
- When combat is slowed down, starbases dedicated to defense can slow down or bind an enemy fleet until the empire's fleets arrive (if they make it in time).
- Starbases are still inferior to fleets because they don't have evasion. This means a specialized artillery fleet with long-range torpedoes could be designed to take out bases slowly but surely. And you can now design such fleets because you have much more flexibility without compromising your main force since you don't need to put all your eggs in one basket.
- One thing to consider is that a defending player has an advantage if they use the full potential of adding fleets and starbases to a system and getting both engaged in a space battle. But I see no real issue with that because defending should be easier than attacking, and an inferior empire, tech-wise, will not be easily defeated.
One factor that should be changed is how fast fleets and bases repair. This should be slowed down, so a defense can be worn down over time. This would mean the defending player could be gradually worn down, or they switch out their fleets with reserves or maybe invest some resources to make emergency repairs. So the warfare is tied more closely with how good your economy is. This needs playtesting, however.
Starbases can be used as staging grounds for a war and specialized as a supply hub, adding another decision a player can make when choosing where to place their bases.
I imagine players handling 2-15 fleets in the early game and having starbases at positions they won't focus their fleets on. Maybe go all-in with a war and leave the rest to defend with their starbases and a reaction force in the inner systems (Fast-Fleet, remember?). Or just the border to a neighbor that is just really peaceful for now. More gameplay decisions to make.
After military use is balanced around game progression, starbases could also get much more civilian uses like mining or research, because you don't need to litter your whole empire with 70k stepping stones to hold off the 550k doomstacks for an extra half-second. More choices, more options, I like it.
It took me 3 hours to make this post, but I think it was about time to create some mock-ups of how I envision a better combat system for Stellaris.
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