Thoughts about the Fleet system.

I don't think it works, and it makes no logical sense. 

If you want to create a huge fleet, you have to upgrade your fleet capacity which will destroy your economy.  That is fine. Now when that fleet is gone, Why am I still paying for it?

My proposal is that we keep the fleet capacity upgrades, but unlink them from the upkeep cost. The upkeep cost should be linked dynamicaly to your actual fleet supply usage. And I think that the percentage should reach 100% if you use up all 2,000 fleet supply.That means your economy could actually be destroyed as you try to maintain an entire fleet.

Nothing is more annoying than 7 AI whose fleets have all been destroyed but they can't rebuild because they have fully upgraded their fleet capacity. It is counter intuitive.

Say you have 100 fleet supply worth of ships, then you have to pay 5% upkeep

If you have 500 fleet supply used up, then you have to pay 25%

1000 fleet suppy 50%

2000 fleet supply 100%

In my proposal, even if you upgrade to 2,000 fleet cap, but only have 100 fleet supply, you would only pay 5%

17,311 views 5 replies
Reply #1 Top

You pay for it because you made a strategic decision. If you make a mistake and lose your mega-fleet, you've not only made a tactical error, but a strategic one as well. You have to work hard to overcome it.

As for the AI, they get cash bonuses at higher levels.

 

:fox:

Reply #2 Top

The current system works very well, it's not broken at all.  A good player will conserve his forces and slowly grow them to immense sizes.  If their income reverted back to higher levels every time they took casualties, they'd be able to bounce back so easily that games could drag on needlessly for hours.  The way it's set up right now is to allow people to lose battles of attrition.

What's broken is the AI, which doesn't know how to conserve its forces and therefore just gets thrashed once it takes a big enough loss.

Reply #3 Top

That and last game, I spammed trade ports on my rear worlds and ended up with 250 income and 750 in upkeep.  Do you have any idea what would happen if I sent my ships into battle and lost them?  I could rebuild a fleet overnight!  Throw in a Sova and a desert planet with all frigate factories and I could do it sooner.  Seriously, at 1000 credits/second, you more or less have unlimited cash.

Also, they are based off ordinances that one would enact as the government to convert a trading society to a waring one.  Really, if you look at the bottom, you will see just that. 

That is why it is the way it is.

Reply #4 Top

I think the best system would be the combination of both. Keep the upkeep based on research, but allow the player to revert back to previous upkeep levels, with a price tag. Every strategic supply decision can also be reverted back, if you put some resources to it. If you can convert a trading society to waring one, you should also be able to do otherwise if the situation changes. You are able to adapt only one way, but not the other, thats whats wrong with the current system. :annoyed:

Reply #5 Top

So basically, you are suggesting a resource based switch...  That might work, but I'd recommend having the revert cost just as much as it did to begin with...