
Some ideas here, please propose more!, Assault armies should be created by jobs instead of being formed from minerals like some kinda DnD monster, Changing how space combat works, Buff flak, Is upgrading ships worth it? System Fleets, Strike Craft Details + ++, Revamping SC and GW Attacks and Defenses, Hull Classes, Sections, and Slots, How Big Should Warships Be, Countermeasures v3.0, Balancing Point Defense, Different Tracking, Remove PD Entirely?, Kinetics - the numbers just get stupid, Issues of Scale - Combat Map, The Tyranny of the Accuracy EquationĬommented Threads: Allow point defense and fighters to engage photon and neutron launchers, Arc Emitters and Repeatable Hull Point research, Rework space combat, Dynamic per-ship-class caps are possible (as of 3.3 i think), Combine Flak and Point defenses into one, Air- Support on ground invasions +, Capture Planet without Ground Battle, Why is a corvette more than twice as good at piracy suppression than a Nimitz supercarrier, Why the outliner is always going to be cluttered, My Wishlist, Dream, Suggestion whatever for the Fabled Ground War Rework we hopefully get one day ^ ^, Breaking up the Neutron Launcher Meta, Fix Auxiliary Reactors, The Game Theory of Fleet Composition, Warfare suggestion: could all the ship sizes be unlocked by default?, How do we make Destroyers and Cruisers more desirable in the late game ? + ++ +++, Fleets should use Pops, New Ship Sections & Changes to Current Ones:, XL weapon slot equivalent for missiles, Proposals for some rather simple changes to Ground Warfare to make it more strategic, If you can completely redesign Stellaris military systems, which would be your first priority?, Strike craft. Updated links - Posted Threads: SC/ GW Tech Progression + ++, Advanced Versions for Other Weapons, Rebalance Tech Costs for Plasma, Disruptors, and Autocannons?, Basic Size of Habitats or Starbases, Is a Stellaris Battleship just a later model Corvette? +, Thoughts on FTL Fleets vs. Combine that with the bloated combat ranges, the resultant engagement range areas become 1/4 to 1/3 of the system map when a fleet or station should only directly threaten a fraction of a percentage point at most. So we get them all splayed out, making the operational area for the fleet several AU across. If they were actually grouped up realistically, the system map models of the ships would all just be on top of each other and no one wants to see that. Of course, there's also the issues with having ships visible on the system map - not so much them being out of scale to the system's star or planets (which are all out of scale as well, this being a necessary weasel of a game display), but them being separated on the system map as though that's how they would move and fight as a fleet. Again, this is too quick for Stellaris, especially to be able to see the individual "pew pews", so recharge times are instead multiple days and fights drag on for weeks.
Astro empires gameplay full#
Similarly, a realistic battle might only take hours, or a couple of days if fleet movements are more like jousting (approaching at full speed, firing as they enter each other's range, flipping over to decelerate and re-accelerate back to the opposition, lather, rinse, repeat until defeated), with recharge times for weapons of fractions of an hour. This makes the minimum distance covered 1.9B km (13 AU, greater than the total orbit of Jupiter) or around 2000x the realistic combat range above. But Stellaris seems to want to give players at least 30 seconds of action per battle, maybe 15-20 calendar days at reasonable lag/processor speed.


A fairly realistic combat range of 1 million km is eclipsed in just over 11 minutes (for a mobile attacker on a stationary target, half that for closing forces). But a ship moving at 0.5% (0.005x) c crosses 1,500 km/s or 5.4M kph or 129.6M km/day (for comparison, the distance from the Sun to the Earth - 1 astronomical unit, 1 AU - is 149.6M km). Ships move about the system map at speeds (at most a couple percent of the speed of light) that actually aren't too far fetched, given constant accelerations centered around a few gravities. Click to expand.Most of what is wrong with combat in Stellaris comes down to issues with making things work on a "calendar = clock" time scale, while still allowing the player some level of agency.
