Wow defensive platforms are just gone once destroyed?

  • 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.

Chthon

Captain
23 Badges
Oct 31, 2011
361
0
  • Sword of the Stars II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Warlock: Master of the Arcane
  • Supreme Ruler 2020
  • Cities in Motion
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Dungeonland
  • Crusader Kings II
having the DP segmented is a need. it allows you to take on much stronger platforms with batch's of weaker fleet . go in, kill 2 or 3 platforms, retreat, the next time you hit it, its 2/3 platform weaker
linking them to the hp of the main structure would make FE near impossible to clear out with a weaker force. you would lose so much of your fleet just trying to clear the tower in one hit
As it currently is though, go in kill all the DPs for little to no cost, retreat to repair, and come back for the station. It isn't as incremental as it is meant to be.
 

LeanneKaos

First Lieutenant
24 Badges
May 11, 2016
255
9
  • Sword of the Stars II
  • Sword of the Stars
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock 2: The Exiled
  • Stellaris: Synthetic Dawn
So for you it's ok for ONLY fleets to be the defining factor in a war?
There's no other way of fighting a war rather than fielding massive fleets? There's no need for defensive structures?

"Need" is a funny word.
But I do feel that fleets should be the defining factor and defensive structures should be a supplementary one. ESPECIALLY in bloody SPACE fights.

Anyway, note that in no case I said anything about making the platforms overpowered, but instead BALANCED.

Yes?
And what I said was meant to parse out as "you'll never actually see that sweet spot even if you land on it."

I WANT TO BE ABLE TO CHOOSE to put all of my alloys into platforms and the result be AS EFFECTIVE AS FIELDING A FLEET. I'm not talking about making them the only viable choice, AS ARE FLEETS right now, but a choice. A REAL CHOICE.

I want to be able to fly around your skycastle and (as long as I keep out of range of it's guns and don't get ambushed by a fleet) just ignore the hell out of it and move on to the next system. I don't get what I want either.

Could be 1.3 Fleets or so in strength, necessitating either a tech advantage or a resource advantage/buildup. The point is for them to be cost-effective and demand some effort to deal with, rather than being a sideline. Remember, multiple Fleets can be present

Sure. And that's sort of the point: I won't bother trying until I can bring enough Fleets to take it down (and still have enough fleet to at least hold the point, if not press on.) So it will still look bad in every fight it actually gets into, even if it has had the effect of delaying when that fight actually happens.

Also, why bother invading when you can get to a large power imbalance ever?

Honestly, I can't think of a good reason to other than sheer desperation.
 

SpectralShade

Major
69 Badges
Apr 15, 2018
554
33
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Majesty 2
  • Cities: Skylines
  • Supreme Ruler 2020
  • Warlock: Master of the Arcane
  • Age of Wonders III
  • War of the Roses
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Shadow Magic
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Ancient Relics
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Backer
  • Europa Universalis IV
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis III Complete
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Magicka
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
"Need" is a funny word.
But I do feel that fleets should be the defining factor and defensive structures should be a supplementary one. ESPECIALLY in bloody SPACE fights.

Nobody is ever ging to fight for the sake of fighting, which you are suggesting with that comment.

Wars are fought for objectives.

Objectives can be defended/attacked, but as such they are known possibles areas of engagement and as such defensive constructs near possible AOs certainly make sense.

What does not make sense is some weird notion that wars suddenly are not about objectives, when the entire reason for a war is to achieve something. Doesn't matter that we are talking spacebased empires.
 

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
Objectives can be defended/attacked, but as such they are known possibles areas of engagement and as such defensive constructs near possible AOs certainly make sense.

This is actually one of the biggest problems I have with the way the map is currently run and generated, which I feel like ties in with defenses.

I hate the move toward front lines, chokepoints and trench warfare. I can't understand the decision aside from it simply being easier from a game design standpoint.

Warfare should instead be modeled as you describe, around objective points. It should be a naval, island-hopping style. When I'm at war I should have to consider and prioritize my targets based on their strategic, economic and tactical value. That, in turn, creates a wide variety of systems for me to have to attack and defend.

Defense platforms would have more use here simply because it would encourage players to split their forces. Not knowing where the enemy might attack encourages me to hold some ships in reserve, and having to choose from among several options encourages me to hit several at the same time. Throw in the range/supply/logistics issues that players have been requesting for over 2 1/2 years and you might actually have an interesting war game.

Front lines, on the other hand, encourage consolidation. The whole war is mostly won or lost in a single engagement; you either break through or you don't. Choke points multiply that even more.

Defense platforms are useless in that environment because, as others have pointed out, they simply melt away in the face of a concentrated fleet. While they would be useful in a mixed tactics environment with ships spread out across the map, Stellaris has been built to reward ever greater doomstacking.
 
Last edited:

LeanneKaos

First Lieutenant
24 Badges
May 11, 2016
255
9
  • Sword of the Stars II
  • Sword of the Stars
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock 2: The Exiled
  • Stellaris: Synthetic Dawn
Nobody is ever ging to fight for the sake of fighting, which you are suggesting with that comment.

No clue where you're getting that from.

Objectives can be defended/attacked, but as such they are known possibles areas of engagement and as such defensive constructs near possible AOs certainly make sense.

Sure? This is why I said 'need is a funny word.' I've got no problems with the notion of defensive constructs near possible AOs; I just don't think they should be good enough to justify neglecting your fleet. Unsupported defensive structures have a habit of failing.
And then there's the maginot line, which turned into a nonfactor because the 'AO' it was guarding turned out to be not that important...