More stackbeating:
Stacks have as their primary elements:
1 - They are immobile. - Obviously.
2 - They focus all the power of the fleet in one area. - Obviously.
3 - They are the ultimate swarm. - Huh? Well. Swarms rely on their ability for multiple ships to engage a single ship and avoid retaliation. The math is obvious - Death star has 70 guns, rebels have 700 ships, it will take at minimum 10 rounds of shooting to kill all those rebels.
These are issues well known in real world combat and ‘stacking’ was better known as ‘the shield wall’, and the way ‘the shield wall’ stopped being a valid tactic was the bow - volleys focussed on one area dealt damage to everything in that area. However, this wasn’t area of effect damage - this was ‘misses hit things that they didn’t aim at’. The issue of concentrating power in a small area has also been expunged by real world explosives, but, also, more significantly, human wave tactics really came to an end with the invention of the machine gun - a weapon that allows one soldier to engage ten soldiers simultaneously, effectively.
As it stands, area of effect damage SOUNDS like it’s going to solve the stacking problem but I suspect stacks will remain a going concern unless reactor damage is added to the mix, and that reactor damage decreases exponentially with range: right on top of the ships it is absolutely lethal, 3 or 4 units outside the collision ring (It seems that collision is handled by a ring shaped bitmap - there’s the POSSIBILITY Cliff might give us pixel by pixel collision, but I wouldn’t hold your breath. Circle radius detection remains the easiest method.) it stops being so lethal.
Basically we have three levels of ‘Are stacks a problem.’
Firstly, Stacks are a specialist form of engagement, and currently require specialist knowledge to deal with: The only major way of dealing with stacks is to examine the ships within the stacks and develop a counter-fleet specifically tuned to that specific stack’s weaknesses. If we consider GSB a game of specialists, this isn’t an issue - we can beat stacks by adding something like the anti-stack weapon I mentioned a few posts ago in combination with other specialist knowledge, like how to form ‘waltizng stacks’ of escorts (which look awesome, by the way!) Occasionally, if a stack isn’t very well built, you can counter the whole stack with ONE ship - this is usually a torpedo fighter. So, there isn’t a big problem!!!
Secondly, Stacks are unfair because their intense specialism means that any generally rounded fleet can’t beat them, and we would much rather see a generally rounded fleet than an intensely specialized fleet. The way to get around this is to play rock paper scissors, but with many more ‘nodes’. For example: A fleet specialized in ‘Rock’ will always beat one specialized in ‘Scissors’, sometimes beat one specialized in ‘Rock’, and never beat one specialized in ‘paper’, and will always lose to one spread across Rock, Paper, AND scissors. Add in stuff like shotguns, paper-cutting hammers and ball bearings… and the game starts getting hard to play by focussing on one or two elements. There is already an element of this but I want there to be more valid possibilities - the major one I want to explore is ‘ship class on ship class’. As it stands, ship classes can be specced out to wipe the floor with each other. I would much rather see a game of cruiser kills frigate kills fighter kills cruiser. Make it so cruisers don’t have effective anti-fighter cover and are dangerous to other cruisers, so frigates can’t easily crack cruisers (a swarm of them can kill cruisers - croozrz r loozrz!) but can kill each other and fighters, and fighters can’t deal with frigates because frigates have good fighter cover, but can kill each other and swarm cruisers with an improved ‘drop the bomb inside the shield’ type torpedo.
Okay, that’s a little bit of a digression, but as it stands I think we have ‘Stand back and fight’, which is your standard fleet of plasma launchers and missile ships, and ‘fight up close and personal’, being a ship that moves forward to engage or blows the hell out of ships that do. In this environment we have a third option - Stack - which beats the other two fleets fairly regularly. We need a fourth option which fleets of the other two sorts can integrate quite easily and destroys stacks regularly. This would be an area of effect weapon that’s really devastating, and encourages generally rounded fleets (if only for the fear of stacks).
Thirdly, Stacks are unfair because they’re obviously a horrible game mechanic and OH GOD WE HATE THEM, so we would much rather change the intrinsic game mechanics to make it impossible to use them. By adding area of effect damage to a dying ship it will make stacks inherantly unstable, and if the damage drops off exponentially, we can have an unspaced stack (although I assure you we will see ‘spread stacks’ appear very rapidly) terminate itself in a glorious fireball which will destroy all ships simultaneously and possibly kill our framerate. GOODBYE STACKS!
I have to admit this stack issue is REALLY interesting.