...will be when hundreds of people will complain they can't make a doomstack 
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Stellaris system travel is much to fast.
The slow traval times means you need defence fleets placed over your empire.
This was an Answer, Which was quite good ...
There wouldn't be any Doomstack-Restriction, but until your Doomstack-Fleet has engaged the Enemy, probably Half of your Empire is destroyed ...
But to be honest - It needs an AI-Behaviour to split its Fleet, too.
Slow travel times are indeed a good answer. Unfortunately I think people would still make doomstacks, then complain that they can't defend their territory with one giant doomstack off doing war somewhere. In fact, I think I remember a lot of complaints to that effect on these forums already, back when the AI split up its navy more.
ive said it a few times, so apologies if someone has explained why it wont work but please do so again
doomstack fix should be
the more ships = less rate of fire (not all ships in a massive fleet have line of sight 100% of the time)
when a smaller fleet engages a bigger fleet = higher accuracy rate (less chance to miss cause you know more targets)
Slow travel times are indeed a good answer. Unfortunately I think people would still make doomstacks, then complain that they can't defend their territory with one giant doomstack off doing war somewhere. In fact, I think I remember a lot of complaints to that effect on these forums already, back when the AI split up its navy more.
I personally like the idea a few people have mentioned which ties max fleet size to the admiral.
There would be a standard fleet limit per system, going over the limit would incur problems. Having an admiral increases this limit, as would being in home territory, or a system with a spaceport.
Adding supply lines would also be a good move, although not necessarily a cure for doomstacks. The system I envision would see the requirement for clear travel to the nearest friendly spaceport. If this chain is broken, the fleet counts as 'out of power' after a certain amount of days, again relating to the size of the fleet. This would would mean small fleets could stay behind enemy lines longer, encouraging the use of small strike forces.
I like the idea of a soft cap limit of ships per fleet, something which both tech, Admiral skills, and maybe even faction traits, or governments can give bonus's too.
Think of Ships like Navies irl, your fleet can only be so big, before you start having issues in terms of management, and such. One Admiral can only keep tabs on so many things at once. You need to split up the fleet into smaller parts, as realistically this would result in better management for the admiral, making the most effective use of his fleet.
Now of course that's alot of micro management, instead of putting on random negative modifiers, just simplify it to Admirals having a soft cap on how many ships they can have in their own fleet. Tech, govt's, etc. as I said can boost this number over time. This nullfies "death stacks" and allows multiple fleets to work together.
This also opens up more strategy to fleet formations, and fleet composition of ships. Different loadouts and ship types for different types of fleets. Suddenly you have some real strategy going on with something as simple as limiting number of ships per fleet.
Minefields make some sense, more ships in an area would mean less room to maneuver so maybe mines do more damage and aoe?
...will be when hundreds of people will complain they can't make a doomstack![]()
Eh. I actually kind of like doomstacks, tbh.
What's the alternative? Scrambling around like a madman trying to keep track of dozens of dinky little friendly and enemy fleets all headed in different directions?
In real time???
Yeaaaah... No thanks. This is supposed to be more of a "thinking man's" strategy game, not a Starcraft style masochistic spaz-click micro-fest.
It's a real pain in the butt to press the pause button?That's a giant pain in the butt even as the game stands now when it comes to trying to corner just one ai fleet. Do you really want to do it with three or four at the same time, while yet another makes a b-line decapitation bid for your homeworld?
Fighting with multiple armies only really works in other Clausewitz games because they're terrestrial in setting. Everything moves a lot slower, and Terrain restricts and canalizes movement along just a few predictable paths. The emphasis on extended siege warfare in CK2 and EU4 also tends to pin armies down to a few key locations, where they can be further delayed and subsequently rallied against.
Stellaris doesn't have any of that. Fleets can whiz in from basically any vector, and be gone before you even really know what's happening; let alone have a chance to try and counter.
Frankly, even in CK2 and EU4, warfare still tends to boil down to a couple of doom stacks duking it out for supremacy sooner or later. I never had a problem with that.