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Een vertaalprobleem melden
I wish there were more terrain features that affect combat in Stellaris, both in space and on planets
And with all due respect, but you're only scratching the surface here with your arguments. Or so I think :)
Lets talk pops, or better yet: species (F6). The pops in your empire can change over time, humans can pick up certain traits and as you take over other planets you may also end up with xeno's becoming part of your empire as well. Xeno species who more than often have completely different traits than your own. And which can be used within your armies as well.
... and I hope we all realize that genetic manipulation is also part of this game?
What I'm saying here is that with a bit of strategy you can easily build an army that will become way more effective ("quicker") than an orbital bombardment. Takes a bit of time & strategy of course (duh) but the effects will be easily noticeable.
There's a reason why you can also micro-manage this part in Stellaris :)
Have to disagree on that one because having a good army set up (see above) can easily make or break a battle. Of course context applies (as always) but if you want to grab a big chunk of space from a hostile then it can really help if it doesn't take up too much time to take over a base. While my army is taking over a planet my fleet can already be taking over the next system, which can seriously help speed up the whole invasion.
However... this is only a small part of it. The aftermath can be just as important and even if you apply "specific targetting bombing" (don't recall the name from mind) you'll always be faced with some percentage of devastation. Maybe small, fair enough, but one way or the other that is going to have its effects on the post-war situation.
And if your enemy is big enough then every bit of advantage can and will help.
If you swoop a planet with an army then - generally speaking - it will take less effort to put that planet back into a full profitable setup, possibly helping you to get just that extra bit of resources which you may need to help upgrade your fleet.
That I can fully agree with. IMO the system as it is in place right now works just fine.
Being newish myself I wasn't aware of these discussions happening often but even so I can't help get the impression that some people overlook a very important aspect of this game.
In the end you're both right I think, more or less.
One of the best features of this game, in my opinion of course, is that you don't always have to micro manage everything; and the same thing applies to armies. Yes, they can definitely become a decisive factor at times, just like they can also be easily ignored. Which holds true for many aspects of the game.
To then add more details, its rather impossible to change an army by race and ethics, an example provided was Mammoth Religious Zealots against Materialist Lithoids, and the resulting logical battle of hairy bipedal mammals with jedi-like sabres vs literal living rocks in power armor was like trying to say that the mammals stood a chance, they literally do not in this case.
Its just simply not worth the effort as far as Paradox cares to in and completely overhaul the ground battle system as it stands because of several factors, including bug fixing, balancing (which as provided prior, is a nightmare in of itself) and other factors such as certain armies needing food (MRE's) and liquids to survive on the ground, others having moral issues (which already exists but all Moral does is reduce the attack power as it lowers on a squad/troop) and planetary survivability.
They didn't even go as far to amuse the idea of vehicle ground troops because the short answer came down to the fact that "Balancing several hundred new ground vehicles is simply not something were not doing at this time, what makes a Lithoid submarine weak to say, a plant submarine would be annoying enough to figure out, but a plant materialist vs a Lithoid religious cult is just mind numbing. It would be like trying to remaster Supreme Commander, or whatever other strategy game exists with all four fields of ground combat covered. IE: Air, Naval, Ground and Semi-Orbital, and for all that its worth, its clear even modders are not putting effort into it beyond some troops here and there, but even they have avoided attempting to overhaul the combat system entirely."
Naval forces hitting the bunkers also came in handy along with other tactical planned new weapons. Such as TNT Lines that were used to destroy barbwire walls near the cliffs, and the first real use of satchel charges to destroy enemy artillery that the naval ships could not see or hit.
Normandy also had huge intelligent counter ops behind it which matters given spies exist in the game, if there was a large city on a planet, an enemy could totally use spies in his enemy nation to know the invading forces weaknesses before they strike, giving proper time to set up the means to counter act the attack
If you had a WW2 game about the landing in the Normandy, and most of the gameplay was focused on wrestling control over the English Channel, and if the opponent would be out of strategical options once you have gained control over it, then it wouldn't make much sense to have an in-depth army systems that only comes into play after you've already successfully landed.
It just doesn't make any sense, gameplay wise, because similar to what is being proposed here, that would just add bloat to a scenario that is already won. If you want ground combat to matter, the game mechanics need to take importance away from the naval combat in both scenarios.
To make it work in a way that would make players happy would require changes to the engine I'm not sure is possible anymore.
Two of the necessary changes are doable. Namely moving bombardment to a specialized weapon and significantly scaling down how big fleets can get.
The last change however isn't. As it would require a ship type that can carry ground troops. You can get around this by turning assault armies into a ship weapon type like strike craft. But that's been suggested before and players really didn't warm up to the idea.
Overall the issue is that empires can build too many ships, the penalties for going over fleet cap are purely economic and Assault armies / transport ships don't count towards your naval cap.
In other words the only limit to an empire's military capability is its economy. The problem with this model of strategy is that there are many MANY real world examples where economic might doesn't equal military effectiveness. In a normal RTS this aspect of war is represented by the tactical decisions made by the player controlling their individual/squads of units.
Unfortunately with TBS and Grand Strategy games it has to be represented differently since players don't get direct control over warfare. It's here where I think Stellaris kind of needs a good rethink.
But I doubt we'll get one at this point. Perhaps for Stellaris 2
Mechanically speaking, a game about wrestling control over the English Channel would involve escorting troop transports, which is already a part of Stellaris warfare. Most wars in Stellaris are about using your ships to either secure the area for troop transports or collosi.
I've had games where my species designs lithoid battle monsters to man the defensive garrisons and then kind of pushes them out as the frontier expands. Drop a colony ship, build a fortress, staff it with battle monsters, then start bringing the settlers in... in a long slow game you can get really distinctive armies to pitch against each other.
My current game, my void dwellers ("spacers") have terrible ground assault capacities but have an elite battle group of "Free Reavers" who are all noxious and strong, making them assault forces capable of standing toe to toe with the psionic occupation garrisons of the Fallen Empire that kept invading me. Admittedly, they lose a lot more toes, but still - for unmodified organic pops they're pretty tough troops. The Spacer Marines wouldn't have a chance - they're mostly just a ceremonial guard at this point, though they actually are pretty good at rousting occupiers out of habitats.
I agree though that terrain modifiers would be a welcome addition. In general, Stellaris tends towards the more abstract though... or did, and so they do keep the buffs pretty generic. Still, like in EU:IV you can develop terror armies that go for army morale, and swarms of robots that are immune to that tactic.... or just... I dunno. The whoie ground combat system is intricate and can be rewarding when you're playing long and slow. But thing like lowering the strength of citadels definitely means the devs are more on the side of keeping the game fast and light.
At any rate, I don't really know which is superior. Just that it's close enough to EUIV that I'm long past feeling weird about it. Though again, they make it really hard to *watch* critical battles in space or on the ground with all the screaming for your attention.
I'm saying that creating 50 new army types and animations to make the current system more flashy - which is most of what OP is asking for - would be a complete waste of resources if ground invasions are still just an afterthought after the actual battle has already been won.
But that just shows once again why the actual battles in this game are naval battles, not those with armies.
In an actual WW2 game, you can have two layers, one about crossing the English channel first and then you could have a second layer of strategy where you and your opponent move their ground troops around to defend strategic targets in the land portion of the map and such, but that's just not the scenario that we have in Stellaris at the moment.
Every planet is essentially an island with the system the planet as is a huge bottleneck right in front. As a result, every planet is just a static fortress. There are no land masses to have strategic ground battles on, it's all about naval movement.
That sounds like an awesome playthrough! Wish I was a part of it at the time lol. I agree, animated views of ground battle would be amazing! One day we might get it! I live in hope!
This is an interesting point of view! I agree with some points and disagree with other's but I completely agree with you on the point that more detail to ground battles would be amazing! I'm excited to see if a dev see's this post!