I do hate that kind of simplistic design, shoehorning in rock-paper-scissors without an ounce of sense instead of giving weapon types proper purpose. GalCiv2 and 3 were considerably lesser due to that.
I didn't know Stellaris had embraced such a scheme. Can anyone confirm?
It's a simplification, and not exactly accurate. Lasers are more effectively deflected by shields, while mass drivers are more effectively deflected by armor. Missiles are effective against either but are vulnerable to point defense. It's not a true rock paper scissors situation, but it is a "get the right tech/module to beat your enemies" situation.
Yeah. I guess any game is going to have some degree of rock paper scissors. We won't be able to tell if the combat is okay before we play it (I except boring, but serviceable, like their other games, which also means if you like games for their in depth combat and such, I think you'll be really disappointed by Stellaris). So far it doesn't seem as awful as Galciv or... I think endless space was like that as well? But it very well could be.
Boring but serviceable seems about right. You can't interact with it aside from calling a retreat, and so it's mostly just watching ships swirl around each other with guns blasting, while numbers change on a display panel. Visually, it's more interesting than their other games, but I'm not sure that's true of the actual numbers and stuff that you care about – though there is information about which weapons and modules are doing the most, which could be handy. However, your interaction with combat isn't necessarily the only important part – just consider the great depth of Dominions 4, where you only set tactics ahead of time. Stellaris won't be that deep, but designing your ships and assigning them combat computers should at least be more than Paradox' previous games.
Endless space wasn't exactly rock paper scissor in the tech department, but the combat actions you could take was.
From what I have seen, combat options will be pretty limited in Stellaris, instead focusing on logistics. My biggest worry is the apparent death ball philosophy to space combat where you entire nation's military force is concentrated in one fleet at all time as an optimum strategy. I was hoping for some sort of province defense for your systems with more mobile dedicated warfleets you could use to reinforce or attack enemy positions. I just don't see many opportunities for stalemates and attrition wars in the current system. The gameplay video I saw went from one successful fight to subduing an entire same-sized empire in a very short time.
The dev said that keeping everything in one fleet was typical to the early game, implying that it's less so later on – though I'll believe that when I see it. There is a province defense system though – in fact there's two. You have defensive armies (those without dedicated transports, who stick to their own worlds) as PD against ground invasions, and you build defensive stations (or defensive modules on other stations) as PD for the system.
Endless space wasn't exactly rock paper scissor in the tech department, but the combat actions you could take was.
From what I have seen, combat options will be pretty limited in Stellaris, instead focusing on logistics. My biggest worry is the apparent death ball philosophy to space combat where you entire nation's military force is concentrated in one fleet at all time as an optimum strategy. I was hoping for some sort of province defense for your systems with more mobile dedicated warfleets you could use to reinforce or attack enemy positions. I just don't see many opportunities for stalemates and attrition wars in the current system. The gameplay video I saw went from one successful fight to subduing an entire same-sized empire in a very short time.
Death-balling is a valid concern. The game could benefit from some Hearts of Iron-like mechanics, like limiting the amount of ships a single officer can command, and the amount of ships which can effectively engage in a single battle, with tech, ideology, traits and other factors affecting those limits.
Expansion material, I suppose.
The former of those systems is confirmed in the game; the size of a single fleet is limited. The starting limit seems high enough not to matter in the early game, though.