Yeah. While you were writing "this needs a stage system" I had already begun![]()
I agree with almost all of this. However, i think it should be possible to garrison troops inside of ships. Maybe it can be a special module for corvettes or destroyers that stays in the back of combat, idk, but i think it is extremely annoying when you have to babysit your transports.Some ideas:
- Ground to Space Weapons: take control of the planet fast would be better;
- Specialized Troops: Race Habitability would intervene in the damage done by the troops. There would be some attachments to increase the troops habitability.
- Smart Transports: transports should not stay and fight the combat ships. It would be possible pass through a fight, take some damage and land your troops.
- Rock, Paper and Scissor: there must be some kind of troops and they must be good in a particular situation. Example : Psi kill Heavy Troops; HT kill Robots; Robots kill Psi.
- Sack: After take control of a planet, the troops would sack the planet if you have the proper police (pirates would love it). There would be some civil resistance, some building would be damage, but after some time the sack would generate energy and minerals (and maybe slaves).
- Live wildlife: Wildlife should not be as boring as a mountain. Troops should not be useless during peacetime. There should be many kinds of alien animals, some dangerous. Your troops would fight them.
I think the first order of business is to make ground combat matter for the war as a whole. As long ground combat is an afterthought to the space battles it should be kept as simple as possible.
There might be ways to make ground combat matter but I would assume they need more new core mechanics like supply lines.
Well the way they are doing dlc im pretty sure pertains to at least 1 part of the game per dlc. This one being government annd politics. So perhaps we will get a better one in the next few dlcs?I think the first order of business is to make ground combat matter for the war as a whole. As long ground combat is an afterthought to the space battles it should be kept as simple as possible.
There might be ways to make ground combat matter but I would assume they need more new core mechanics like supply lines.
I think I heard them talking about supply lines in the stream they just started up, or at least mentioned it. It would make the whole game better to be honest. I mean who doesn't like to interrupt the supply lines of an opposing empire/federation? Or, if you're much weaker it would be another viable way to beat a doom stack.Well the way they are doing dlc im pretty sure pertains to at least 1 part of the game per dlc. This one being government annd politics. So perhaps we will get a better one in the next few dlcs?
@MutantPixel Cool, a civil discussion on the internet where we didn't derail the thread completely with massive posts.
+ 1internet for both of us
Back on topic.
If paradox would change planetary invasion to a more advanced eu iv system perhaps something like this could work:
Preinvasion: siege weaponry of the fleet versus Planetary Defense System.
Negative Outcome -> ships can get damaged, in extreme cases destroyed but the last one is very unlikely.
Positive outcome -> PDS is reduced, fortification lvl is reduced, armies ,pops and buildings can get damaged. The last one is more likely if you go for full orbital bombardement. I do think there should be a more severe option which I'll dubb genocidal bombardment. This one allows for a nearly complete depopulation of the planet but is considered a war crime. It should also, perhaps, require specialized siege ships.
stage 1Invasion: foothold
Attackers: siege stat of fleet, strike craft modifier and invasion value of troops.
Vs the defenders: PDS, strike craft modifier and defensive value of defenders modified by fortification, natural phenomena and a negative modifier of there aren't enough armies to cover the entire planet.
Positive outcomes:
Option 1 minor/marginal victory: different levels of PDS reduction, army reduction, strike craft reduction, fortification reduction and/or pop reduction. Both sides loose strength but depending on the results the attacker's or defenders lose less.
Option 2 major victory: landing zone established, proceed to phase 2.
Option 3 massive victory: multiple landing zones, proceed to stage 2. This would be the case when a siege fleet with a decent army invades an almost defenceless planet.
Negative outcome:
Option 1 marginal/minor defeat: massive losses to the attacker, minimal losses to the defender. Depending on PDS lvl ships can get damaged or destroyed. Similar for strike craft.
Option 2: invasion repulsed. Massive losses for attacker. Invasion ends.
Stage 2: conquest of the planet.
To keep it short. Similar to stage 1 but strike craft and troops are more important then siege or PDS. Attackers get bonuses for every landing zone (like breaches in eu iv) and if the planet is still blockaded.
You need several victories to proceed to stage 3. A victory can give an additional landing zone. A major defeat though makes you lose a landing zone. If you no longer have a landing zone the invasion is defeated.
Stage 3: subdue pockets.
Fleet siege stat is no longer important. A few more victories and the planet is subdued. If a relieve force lands return to stage 2.
Each stage would take several ticks. 1 tick is 10 days. The fastest you can subdue a planet completly is 3 ticks. A well defended planet could easily take up to 4 or more.
I actually really like the idea that perhaps the army should come in first to destroy the shield generator/space defenses or whatever on the ground before the ships bombard everything. The actual fleet can be important by staying there and making sure reinforcements dont come to add reinforcements to the battle, and the enemy has to muster a fleet to destroy the occupying fleet and add reinforcements. Ships can also bombard the planet and destroy what they wish after, whether it be pops or buildings, and the ability to do that can be done through politics and stuff like that. The people on the ground should be able to fight back though with land to space cannons that harm your ships as they orbit a planet.I think for ground combat to matter, we need armies to be useful for other parts of the game and not just planetary defense in case of an assault.
My favorite example there is the old Star Wars: Rebellion strategy game. While the ground combat there is very similar to the Stellaris combat, it still feels more important, as army units are also necessary for espionage defense and vital garrisons. Also planetary defense systems (shields and cannons) are more important. Just building a single shield generator or cannon deters most bombardment for the first part of the game and makes a ground assault necessary.
Yes, lots of us have been asking for this. "Firefights" between the planet's artillery and the orbiting fleet, rather than just the one-sided bombardment we have now, would be cool.Some ideas:
- Ground to Space Weapons: take control of the planet fast would be better;
Or pull a Stars! and let us give our ships a Cargo compartment to house armies, in the Auxilliary slot where you can currently put afterburners, shield capacitors, and so on.I agree with almost all of this. However, i think it should be possible to garrison troops inside of ships. Maybe it can be a special module for corvettes or destroyers that stays in the back of combat, idk, but i think it is extremely annoying when you have to babysit your transports.
I wouldn't hold your breath for large changes to ground combat.. now this was a while ago, but Wiz did say that "as long as he's game director", ground combat will not be a big focus of the game.
I hate to say it, but I can't disagree. It would make sense to just have planets be sieged like in EU and CK, with defenses gradually weakened and the invasion being completely abstracted. Siege speed could depend on fleet size, the same way larger armies siege faster in CK; this would simulate greater number of troops being carried on the warships.So, I think that space-to-ground invasions definitely are a fun idea and have their place among the many sci-fi tropes that Stellaris draws from.
But, I agree that the current system is too complex for how simple the resolution mechanic is. It's tedious and not fun. I would, rather than the current system, prefer that planets surrender when their fortifications are bombarded from orbit. If you control orbit and have blown up their underground bunker systems, I think surrender at that point seems reasonable. The orbiting fleet is just as much a gun to their head as an army would be, and it makes sense that the besieged would treat it accordingly.
So, why not add "invasion policy" as one alongside the "bombardment policy"? Preferring an invasion (capture of strategic, military locations) over bombardment could be a pacifist/xenophile demand.
And, if you think about it, a pod with troops inside is just another kind of payload to drop through an atmosphere (admittedly a squishier one, but whatever). The game currently doesn't model bombardment payloads, why should it model invasion payloads? Just imagine cargo bays full of hardened space marines or whatever, and the same techs or traits that currently buff army damage or whatever could instead buff "invasion damage" or "invasion speed" or "invasion resistance".
If you added, I think, invasion events, that could occur while the fortification-bar was being reduced, then you could give the player some RP-like choices as well (take prisoners or execute them? maybe you capture them, but some of them are carrying bombs and your leader or admiral takes a popularity hit).
This would totally remove the "queue up armies and fly transports around" micro, but would be a significant rework instead to add depth to planetary invasion/bombardment along a different dimension.
That's my two cents.![]()
It would make sense to just have planets be sieged like in EU and CK, with defenses gradually weakened and the invasion being completely abstracted.