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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1742427 times)

Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3900 on: December 05, 2016, 10:25:36 pm »

I feel like that kind of stuff is completely vital to preventing every single war from degrading into a pure catch-the-runaway-fleet. Right now if you manage to get into combat range you at least get a grace period to do some damage before they emergency FTL out.
So true ._.
But I was thinking 'refined' in 'could be handled better'...because there are many times in the initial game where you warp in a fleet, only to have it be splattered in a system because you warped just too close to patrolling NPCs. But that makes sense anyway :P

I just feel through personal experiences that the fleet engages even if the enemy isn't in their range but the approaching foe is within your longest possible attack range...and that doesn't help you on the retreat. >_<

There could be a lot more military strategy involved in this game anyways. I think that there needs to be a VASTLY larger incentive to just keep the grand fleet in one giant armada.
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Tiruin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3901 on: December 05, 2016, 10:27:59 pm »

i'm well familiar with the modify post, the double post was intentional
a ~~stylistic choice~~ emphasizing my change in tone before and after the battle
which I won B)

I mean, I went from around 70k in my fleet to around 18k, but bah gawd I won, mulched most of their fleet.
:v
Gimme tips. I thought you died back there with the probably-maniacal-laughter. :P
But yes please. Tiruin requires strategy tips because she only aims for cruiser/battleship builds and doesn't understand evasion or tactics other than 'hit them now and make peace' because she doesn't understand diplomacy either. :I

There could be a lot more military strategy involved in this game anyways. I think that there needs to be a VASTLY larger incentive to just keep the grand fleet in one giant armada.
I always do this :P Unless enemies are really spread out and we're under attack on multiple sectors and areas.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3902 on: December 05, 2016, 10:35:48 pm »

There could be a lot more military strategy involved in this game anyways. I think that there needs to be a VASTLY larger incentive to just keep the grand fleet in one giant armada.
I always do this :P Unless enemies are really spread out and we're under attack on multiple sectors and areas.

SORRY!!! I meant to NOT keep the grand fleet in one giant armada! Repeat, to NOT keep it all together.
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Powder Miner

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3903 on: December 05, 2016, 10:42:18 pm »

I started the game NOT doing GIANT ARMADA but since the enemies do it and they never actually get past my borders, I have no reason at all to split my fleet.

Also, Tiruin -- seriously, smaller evadey ships are fantastic, they don't have huge fleet power but that's actually deceptive -- a good group of smaller ships paired with large ships can be very hard to take down.
I'm still working off of the 1-4-7-12 ratio. My ships are also designed without cost taken into account in the slightest.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3904 on: December 05, 2016, 10:55:18 pm »

That's how my first game went as well. Frankly, there's so much emphasis on set piece battles that you're better off with the best ships you can produce regardless of cash, because in the end, if you are a similar strength to your enemy, than it'll take you both the rest of the war to rebuild your battle fleets either way.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3905 on: December 05, 2016, 11:14:00 pm »

Yeah, the one giant armada thing really is the best tactic. I keep one giant armada until I destroy the enemy's giant armada, then I split it up to blockade all their planets.

A combat readiness system would be interesting. It could be based off supply limits, and reduced readiness would make the fleet move slower and start to get combat penalties the lower it goes. A fleet above that limit would start to degrade readiness depending on how far above it they are. Just having ownership of a system would increase it a bit, with extra for each added base built there (defense or mining). Planets would have a significantly larger boost depending on their population, with a significant bonus for each level of spaceport. Enemy base presence would reduce the limit, and supply bases could be built in enemy territory to provide a staging point for larger fleets.

So the big fleets would only be able to maintain readiness over your worlds with spaceports, with raids deep into enemy territory either done so at reduced readiness or after you set up a few supply stations.

The idea would be that smaller fleets within the supply limits of enemy systems could fly in and bust up enemy systems a bit and make a path for your bigger fleet to come siege their planets.

Making an AI that intelligently used the system without being mercilessly abused by the player would be difficult, though. It would have to dynamically respond to threats and split forces and call for reinforcements as they detect fleets entering their systems.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3906 on: December 05, 2016, 11:20:54 pm »

I think that raiding, more dynamic pirates, and a potentially more devolved fleet system would make for more interesting strategy. Bigger empires can bring larger forces to bear, but also risk giving enemy raiders and pirates more purchase the more they concentrate their firepower. Smaller empires can't go toe to toe with the larger one, but also don't have to worry about raiders and pirates as much as they're moderate fleets covering a significantly smaller area are more of a risk to attack than a far-flung imperial outpost.
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Descan

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3907 on: December 05, 2016, 11:40:21 pm »

>decide to launch an attack on the unbidden, successfully knock out a system's worth of their stations
>"hey this is pretty easy"
>go deeper
>inexplicable sudden 55 day warp time -- it has never taken my fleet this long before, but now close to their territory I'm getting slow as hell
>their armada converges, almost three times the fleet power of mine
>I look, my general is unyielding

weeeell my entire fleet's fucked
the secret is that you can reassign your admiral mid-combat to another fleet (i think. i know you can get rid of him somehow; if you can't reassign him, you can fire him) and then retreat your fleet.
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Hanzoku

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3908 on: December 06, 2016, 02:37:36 am »

My basic war strategy against any enemy was to have a main fleet with my battleships and escorts to fight the enemy's grand armada, and then two fleets based on cruisers and destroyers who dive into the enemy colonized systems and pop their starbases before moving on. Not only does it cut off their reinforcements now, but by the time the truce timer expires and the next war has started, they'll barely be beyond corvettes and destroyers, simply because it takes so much time and resources to build a level 6 starbase.
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Tiruin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3909 on: December 06, 2016, 07:18:36 am »

>decide to launch an attack on the unbidden, successfully knock out a system's worth of their stations
>"hey this is pretty easy"
>go deeper
>inexplicable sudden 55 day warp time -- it has never taken my fleet this long before, but now close to their territory I'm getting slow as hell
>their armada converges, almost three times the fleet power of mine
>I look, my general is unyielding

weeeell my entire fleet's fucked
the secret is that you can reassign your admiral mid-combat to another fleet (i think. i know you can get rid of him somehow; if you can't reassign him, you can fire him) and then retreat your fleet.
Hee~ :3 I noticed this with all other leaders too.

Like the science officer. "We're in an enemy system! We can't warp out fast enough!" or "We've warped past a patrolling crystal system, it is too dangerous to go back! There's no other way we can reach with our warp engine!", results in the science leader getting 'warped' out by clicks, and I can scrap the ship for...relatively no reason but a +1 to power again? It doesn't seem like they fixed the '10 days to area' thing. :v

...This game has a lot of bugs for some reason. :-\
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3910 on: December 06, 2016, 07:55:15 am »

...This game has a lot of bugs for some reason. :-\
Speaking of which:

Quote from: 1.4 Patch Notes
* Fixed armor absorbing too much damage if the ship also had shields left
Now why does that sound so-

Quote from: Hotfix 1.3.2 Notes
* Fixed armor absorbing too much damage if the ship also had shields left
Guuuuuuuuuys...? You're not gonna "fix" the same bug like three of four more times, right? Right?
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sprinkled chariot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3911 on: December 06, 2016, 10:03:33 am »

The mysterious reason for bugs is some sort of paradox.
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Aklyon

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3912 on: December 06, 2016, 10:12:26 am »

So hows things going in spacelandia? I don't think I've played it much since the first patch.
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da_nang

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3913 on: December 06, 2016, 10:38:32 am »

So, it's been a few years and the awakened xenophobes have begun their galactic reconquista. So far, they hadn't bothered with me when I chanced to decline the offer of thralldom. Obviously my 25k fleet would have been inadequate at the time if they had attacked but hey, YOLO.

Spoiler (click to show/hide)

In the mean time, I've been researching, colonizing and building up my fleet as well as being more aggressive with my freedom nibbles - though I've started putting in more cede planet war goals - just to get a suitable fleet and tech. The Quvarian Star Confederation is practically dead for all I care. They used to be the big boogeyman, but guess what!? There's a new big boy in town. Oh and I also have a federation builder neighbor I've buddied up with. Can't have the xenophobes getting into my turf.

Granted, we share the same color so it's more of an alliance of convenience thing...

Spoiler (click to show/hide)

Currently sitting on a 120k fleet and slowly considering whether I should just attack the awakened xenophobes or continue expanding and building up. Been trying to figure out their fleet composition but even having an active sensor link to their enemies when they're at war only tells me about ship types, not their gear.
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Chiefwaffles

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3914 on: December 06, 2016, 12:20:50 pm »

So it turns out that Sectors are much more active now. Their construction ships actually do things and they use their resources at an actually noticeable speed.
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