a) Yes, you are right, i meant Defense Platform. Sorry for the mistake.
b) Yes, ofcourse, it should be ways to go arround it. I just feel that adding more viable strategies would make the war system somehow deeper. From exahusting suply lines and starve them down to superior technologys as build your own wormhole or even "invisible" or "indetectable" minor fleets that allows you to strike in the backside of an empire (and be strike by them).
Im enjoining the game, but i just have these feeling that Stellaris could be much much deeper. Also, this has its counterpart as new players will just be overwelmed with options...
I agree with this completely but, tbh, don't think we're going to get it. Players have been clamoring for logistics pretty much since 1.0. If it hasn't happened by now it probably never will.
Idk... I recently deleted Stellaris and don't particularly miss it. I have a lot of fun talking on these forums and bouncing ideas around, and I might dig it out someday to take a crack at modding just for fun.
But overall I feel like Stellaris is defined by its breadth and lack of depth. The game has positively a
ton of different mechanics. But few of them mean anything and all are incredibly shallow. Virtually every game system feels only half thought through. Like somebody came up with an idea that would be cool to have, but never really considered how it would interact with other mechanics or change the experience of playing the game.
I mean, did nobody run the numbers on platform vs. ship costs? Or notice that they positively
evaporate when attacked? War in general is a shallow game of "select fleet, right click" because there are no logistics or depth, and because of
that it's still just about having the biggest fleet number.
Somebody clearly thought trade and piracy would be cool to have, so stuck them in... but somehow never noticed that the player ignores trade after building a few hubs and patrol ships. Why doesn't it affect the market, diplomacy, resource production or war? Why aren't pirates an actual, interactive concern that balance the advantages of trade wealth?
When was the last time you paid attention to government type and mandates? Or factions, leaders, and all but maybe three or four of the policies and edicts? There's a great big menu of policies to change, and I don't think I've ever touched more then two of them. Ethics are supposed to be the classes of Stellaris, but aside from little stat bonuses they play and feel identically. They added megastructures, but by the time you can build one you no longer need the extra resources.
They borrowed traditions from Civ 5, but with shallow trees that involve no actual choices. You get all of them in every game, the only question is in which order. Nobody considered that? Nobody noticed that it's weird to have a tradition of harmony and supremacy? Diplomacy and domination?
They built a market and never noticed that having all prices return to a set baseline was shallow and easily exploited. Again and again and again, half thought through.
And just ffs about sectors.
Then, of course, there's the world and theme of Stellaris, which is nothing but a collection of bolted on references. It's fine to use material. Dungeons & Dragons borrows liberally from Tolkien for example. But then they went on to invent a rich, deep world of their own. Outside of the occasional bit of lore like the Worm, Stellaris stopped at the references. It doesn't have a world, just a great big scavenger hunt of "spot the trope."
You can say this about pretty much every single mechanic in the game. Few, if any, interact in meaningful ways. Few, if any, require real thought on the part of the player. Few, if any, involve genuine trade offs and consequences. Each mechanic is clearly the result of a "wouldn't it be cool if" moment, then developed in a vacuum and stuck into the game without connection to anything else.
Sorry for the rant... I want this game to be better. I think it
could be terrific. With Paradox's pedigree I was in the crowd that figured they just needed some time to get this thing right. But it's been several years and a reasonable amount of money on my part and this remains a half-finished product with no clear sense of vision. That's not likely to change.