That's a good idea, and I can immediately voice my opinion that I disagree on the need for point 3, as we should never go down the route of "but it works in reality" or "this does not work in reality." Asymmetrical warfare is painfully lacking in
Stellaris, and I think it should have a place in the game based on gameplay opportunities.
Reasons why could be:
- Sci-fi fantasy of a small rebel group fighting an Empire
- Representation of quality over quantity mechanics
- Tall vs. Wide balance aspects
- Interesting underdog stories
- If internal politics thus civil wars happen, a breakaway faction has a real chance to fight back
- No more sure downward spiral when losing wars
- Interesting tactical and strategic decisions around fighting a larger foe
That being said, if a larger empire truly tries to crush an enemy that is "smaller"—whatever that means*—it should win. But this comes down to balance aspects.
Overall, it feels like your considerations only watch out for negative outcomes, when the goal should be positive improvements.
I would propose this:
- How does the new system introduce engaging comeback opportunities and unique forms of asymmetric warfare?
(Encourages creative mechanics for both strong and weak factions, turning the tides of war into dynamic experiences.)
- How does the system expand fleet strategy beyond doomstacking, introducing fresh challenges in fleet composition, positioning, and multi-front warfare?
(Focuses on encouraging thoughtful, diverse strategies that elevate gameplay depth.)
- In what ways does the new system empower smaller forces to hold their own and foster epic, strategic narratives, even when facing larger foes?
(Promotes the sci-fi fantasy of rebels vs. empires, and allows for skillful play and tactical genius to make a difference.)
- How does the system deepen immersion and integrate with Stellaris’ broader gameplay, enhancing both wartime and peacetime decision-making?
(Adding nuance to war without detaching from the core game loop.)
- What new layers of depth does the system offer without adding unnecessary complexity, ensuring that players can easily understand and leverage advanced tactics?
(Pushes for complexity that rewards player investment meaningfully, providing clear benefits for those who master it.)
* Currently "smaller" is pretty easy to define as we just compare doomstack numbers or doomstack potential. I wish we would meet a point were it is not that clearly anymore when engaging in warfare.
You have a good reply and I think an even better (?) solution would be to balance off BOTH the "good" and "negative" aspects with the goal to be that more fun / hour AND total fun over the life of Stellaris is had. I assume you and most of us would tend to agree. As an FYI: I focused on the negative aspects as many of the proposals I saw seemed (??) to not give credence to those concerns or possibly never even considered them as concerns in the first place.
As for my point "3" [The reality of amount of time it takes a massively overwhelming force to conquer a completely pathetic force] I tend to agree that "reality" shouldn't be the end-all-be-all for game design -- things like "fun", "engagement", "immersion", etc. are all more important goals. The only reason that I brought that up at all is what seemed like a belief [or strong bias?] of others that a "massively overwhelming" empire shouldn't be able to easily take out one or more pathetic AI empires in a quick and efficient manner. Note my focus is on "massively pathetic AI" empires and not "human" empires.
To address your proposals point-by-point:
1. I'm actually all for having systems that can help out with asymmetric warfare. For example I'm good with most "ship offenses & defenses" having some "hard counters". I'm also good with a now old update that causes more proportionately more damage to superior forces while in a fight than the Stellaris simulation would otherwise imply. I'm also all for systems in place where [esp. human players] you don't necessarily engage in purely "brute force" tactics [spying, espionage, politicking, etc.] to cause problems for enemies.
2. I'm all for introducing "challenges" in things like individual ship design, fleet composition, admiral choice & abilities, and other synergies where well thought out counters would make sense. Having to consider positioning, fog of war, and other things are good and should be encouraged but they also have diminishing returns if a "quantity over quality" approach is made. If we can deepen gameplay, enjoyment, etc. without "overloading" players then I think that would likely be fine.
3. I'm not convinced that I agree with your opinion that it would be good to have David vs. Goliath being the norm as opposed to the rare exception. If a human player has outplayed you for a hundred in-game years [esp. if by a significant margin] then it's only FAIR for that human player to be able to capitalize on their BETTER play. Now if you're focused more on human "Davids" vs. AI Goliaths then I'm with you 100% as I don't care if some things are "unfair" to an AI if the human players have more fun and can spin the epic yarn of how they held off a fallen empire, crisis, overthrew their overlord, played a successful AI rebellion, etc.
4. Hard to argue with you their
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Improving the core gameplay loops doesn't leave much to argue against ...
5. See reply to 4 -- rewarding good gameplay [esp. in competitive settings] seems like a clear plus to me.