Will there be any improvement in ground combat?

  • 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.

Magdaki

Just Another Friendless Blorg
80 Badges
Sep 13, 2011
597
733
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Semper Fi
  • Cities: Skylines - Snowfall
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Crusader Kings Complete
  • BATTLETECH
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: First Colony Edition
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings III
  • Europa Universalis III Complete
I would prefer pretty much the opposite. I'd like to see all offensive armies removed. A fleet would initially bombard fortifications down. Once fortifications are down then any defensive armies would start taking damage. Once all defensive armies are dead the planet is captured. In my view, I don't think a more complex ground combat will ever add much to the game.
 

blackchoas

General
69 Badges
Sep 27, 2013
1.893
2.416
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
There will no doubt be a military expansion although it is not this one

however I think the ground game should be made more simple not more complex

currently its not really any challenge or interest, its more a logistical annoyance

for example why do we need separate transport ships that are completely useless? Wouldn't it make sense to bring armies along in like a battleship or something
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
I would prefer pretty much the opposite. I'd like to see all offensive armies removed. A fleet would initially bombard fortifications down. Once fortifications are down then any defensive armies would start taking damage. Once all defensive armies are dead the planet is captured. In my view, I don't think a more complex ground combat will ever add much to the game.
tumblr_inline_ncmtewi1K91rbwza0.jpg

That sounds really boring.

Planetary invasions are actually my favourite part of warfare in this game because they're more involved and allow more tactics than space combat does.
 

methegrate

General
27 Badges
Jun 20, 2016
2.410
3.564
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Sword of the Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
What tactics? Waiting for fortifications to hit zero and dropping stacks of troops?

Agreed... I'd like to see the number of clicks reduced, but I'm not sure what planetary tactics could add. Once you've beaten them in space and held the planet long enough to grind down their fortification, victory is basically assured. The rest feels like busywork. More complex tactics would be solved by just spamming transports.
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
What tactics? Waiting for fortifications to hit zero and dropping stacks of troops?
Agreed... I'd like to see the number of clicks reduced, but I'm not sure what planetary tactics could add. Once you've beaten them in space and held the planet long enough to grind down their fortification, victory is basically assured. The rest feels like busywork. More complex tactics would be solved by just spamming transports.
Let me preface this: I don't "paint the galaxy". I find that boring and tedious. I tend to play smaller, with allies and no intention of hitting the victory conditions (because those aren't important).

With that in mind? Planetary invasions can be done without endless stacks of troops- and using smaller numbers of invaders makes invasions much more engaging. You have options- do I want to go for an army specced for morale damage, doing lightning drops that crush the enemy's will to fight with minimal forces and then sweeping them? Do I want to attack, retreat, and then heal up before attacking again? Should I use alternating waves of armies? How many casualties should I allow for before a victory stops being worth it?
 

Magdaki

Just Another Friendless Blorg
80 Badges
Sep 13, 2011
597
733
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Semper Fi
  • Cities: Skylines - Snowfall
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Crusader Kings Complete
  • BATTLETECH
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars: First Colony Edition
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings III
  • Europa Universalis III Complete
I can understand the appeal for having more detailed ground combat to help capture some of great ground combats from science fiction, but with Stellaris it would be fairly difficult to do in a way that would be fun and would add any real value. The problem is simply that once you control space, your victory on the ground is absolutely inevitable. You can change the ground combat system all you like, the player that controls space is going to win. If you make the ground combat too complex, then all you've really added is another point of potential failure for the AI.
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
The problem is simply that once you control space, your victory on the ground is absolutely inevitable.
That's something that could be changed, no?

The current mechanics certainly support that conclusion, but its symptomatic of common points of complain surrounding the mechanics (like doomstacks for example). I'm unconvinced you couldn't change things and add new mechanics which could make starving out a siege force viable.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
I would like to see an expansion focused on ground combat, withbetter representation of planetary conquests with zones of control , machinery , infantry types, continental conquests and so on .
I am still convinced ground combat is just not that important in a 4x-ish game. It could propably be cut out and the game would still work well. Most of the 4x games just do that. And those are often turnbased, so they can acutually afford to swap over.

That being said, they are changing the number of Army slots on the planet with 1.5. We have to see where it goes from there.
 

praftd

Colonel
65 Badges
Jul 5, 2015
849
3.625
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Semper Fi
  • Majesty 2 Collection
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Colonel
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
with Stellaris it would be fairly difficult to do in a way that would be fun and would add any real value.

Many 4X's have already done it and they are very enjoyable.

Removing features from the game does not make it more fun. That is just a lazy cop-out. Advocating for the developers to gut bland features from the game instead of improving upon them makes zero sense to me. Might as well just get rid of the boring space combat too.

Factions were bad previously too. Should the devs just got rid of them instead of making them interesting in 1.5?

Stellaris already has a foundation to make ground combat fun and interesting. Abandoning the potential for interesting ground combat only makes the game more two dimensional.
 
Last edited:

ShadowDragon868

Captain
34 Badges
Jun 11, 2012
395
431
  • Crusader Kings II
  • A Game of Dwarves
  • Stellaris - Path to Destruction bundle
  • BATTLETECH: Heavy Metal
  • Steel Division: Normandy 44
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Knights of Pen and Paper 2
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • Knights of Pen and Paper +1 Edition
  • Magicka 2
  • Pillars of Eternity
  • Magicka
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
That's something that could be changed, no?

The current mechanics certainly support that conclusion, but its symptomatic of common points of complain surrounding the mechanics (like doomstacks for example). I'm unconvinced you couldn't change things and add new mechanics which could make starving out a siege force viable.

If you control orbit, then your victory on the ground is assured, unless you are holding back from unleashing hell from orbit for some reason.

The question is how much of the planet you're willing to wreck to achieve victory. Having said that, it is absolutely impossible to take and hold ground without putting boots (or tentacles, or whatever) on that ground. If the other side has so much as a town alderman on the ground and you have nothing, you do not control that ground, they do.
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
If you control orbit, then your victory on the ground is assured, unless you are holding back from unleashing hell from orbit for some reason.
This particular argument is one that's been had before, and suffice to say, an argument can absolutely be made for mechanics through which a planet has a chance of fending off attackers. Just to start with, surface-based anti-orbit weaponry would enforce attrition on an attacking fleet- there are also things that would have crossover from dealing with doomstacks, such as mechanics that encourage multiple smaller fleets operating in different areas instead of doomstacks, or actual attrition/supply line concerns.
 

praftd

Colonel
65 Badges
Jul 5, 2015
849
3.625
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Semper Fi
  • Majesty 2 Collection
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Colonel
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • For the Motherland
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
The problem is simply that once you control space, your victory on the ground is absolutely inevitable.
Tell that to the Krogan and Rachni.

If a race is capable of spaceflight and FTL technologies, I'm pretty sure they are capable of withstanding orbital bombardment, unless you plane on totally glassing the planet.
 

General Retreat

Void Syndicate
27 Badges
Oct 29, 2016
485
661
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • Stellaris
Combat would probably be a little less lopsided if:

1) 0 fortifications means no bonus for defenders, not a massive 100% penalty.

2) Penalty to damage taken at 0 is replaced by a morale penalty if bombarded while fortifications are down.

3) Army damage is focused on one unit at a time, not spread evenly. This means the attacker will invariably take some degree of losses, as opposed to the clean sweep that usually happens at the moment. This will make attritional losses more pronounced when jumping from planet to planet.

4) Collary to the above; damage is inflicted on units in the order they're arranged in. Units should be able to be rearranged by drag and drop on the army planet tab/fleet screen. Garrisons are always ordered before regular troops on the defence. Allows for meat shielding of elite or support troops, basically.

4.5) This could also allow for additional tactical depth. For example, a 'drop pod' attachment that would allow that unit to attack units starting from the rear. Or unit types that have the ability built in (gene warriors much?). Medical corps on the rear lines that add a damage reduction effect. Artillery corps that have decent damage output but paper thin armour (very low health). Possibilities are endless.

5) There's a cap on a maximum number of attackers that can be deployed at a time - same as defenders. Any overflow units wait in orbit. If the first wave is destroyed or retreats, the second wave (etc) immediately drops to replace them. Consequently there should be a distinction between retreating (wave pulls back to orbit, attack continues) and aborting (attack is called off altogether). Also makes orbital control very important for supporting large attacks.

6) As has been requested by innumerable others, simplified army design controls. The option to create army templates for attack and offence, for example. The option to add an attachment to all units in an army. Stuff like that.

7) A personal preference that might not be to all tastes is doubling unit health and reducing damage. This causes the actual fighting element of invasions to take much longer. Allows for counterattacks and more strategic manoeuvring.​

A few suggestions that would primarily increase depth with a minimal increase in complexity. Visually invasions would work the same way as before, but I feel the backend alterations would make the mechanic far more engaging.
 

Grubnessul

Your Friendly Dictator Next Door
76 Badges
Dec 17, 2006
6.000
559
  • Magicka 2 - Signup Campaign
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Victoria 3 Sign Up
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
Tell that to the Krogan and Rachni.

If a race is capable of spaceflight and FTL technologies, I'm pretty sure they are capable of withstanding orbital bombardment, unless you plane on totally glassing the planet.
*Heavy breathing*