Zoolimar wrote:Metal currently doesn't limit total ship count only ship production per turn.
Yes, it is an indirect effect that hits larger hulls more, and is partially the reason why smaller ships are viable in the first place. Producing large ships drains metal quickly and cannot/should not be doable on an endless loop.
The player is motivated to build escort ships to utilize on the metal production even when they cannot "afford" heavy ship. It is a loop that encourages balanced fleets.
Like I said: putting another hard limit on the amount of ships will change this as it gives a secondary value to all ships. In the above particular example: If metal is piling up due to the player having hit the coin limit, the advantage of metal efficiency disappears: If the coin system is working as intended, metal will always be in surplus under the current availability of the resource
Zoolimar wrote:If you have upkeep than after conquest you may need to sue for peace or try to set up a stalemate for some time to develop your planets as it is not certain that your fleet would be able to push further, especially since your shipyards may be now pretty far from the new frontlines.
If the upkeep prevents the player from producing new ships, that would probably limit the extent conquest can be carried on I agree but this would be an artificial limit coded into the system to break player progress. Like I said regarding fleets, it feels arbitrary to me and thematically not correct that a galaxy spamming empire has trouble maintaining <50 combat ships most of which are small to mid sized
I would rather have the AI offer meaningfull surrender when it suffers a mayor defeat and allow the player to swallow another empire up if they want to do this and
have made proper preaparations. Hard-limiting the option itself feels uneceserally limiting
Zoolimar wrote:With metal income being the only limiting factor on how fast you can produce ships there is no reason to consider development of the conquered planets as your fleet continues to grow. Unless the AI was incredibly effective and was able to inflict serious damage. It also encourages sitting on your ass and "building one more ship just to be sure".
I agree
This is why I support improving the AI instead so that it does the same and crushes those who sit on their heinies
The AI is also not restricted from pumping out ships and it needs it. On stable, it can put up a decent fight - one argument in the beginning was that the AI is too effective on normal, so obviously, sitting back is not a good option. On dev branch it is underpowered even on Hard. Pragmatically: it is much more difficult for the AI to manage a few selected ships facing unknown configrutations then pumping out all sorts of ships/fleets
Zoolimar wrote:For example Yoral Heavy Destroyer is probably a much better ship, economically speaking, than both Light and Heavy Cruisers as you don't waste slots and money on much else except heavy long range weapons.
Yes, Yoral have great destroyers. I also very much enjoy the heavy desroyer, such a cool design and looks great with Railgun
But alas: heavy weapons usually underperform against carriers: their shield capacity and recharge rate coupled with heavy weapon accuracy reduction at long range prevents them to be effective counters to carriers - though I wish they were as it would make sense thematically, the carreirs being precious eggs in a fragile basket
But no, carreirs are often damage soaking HEAVILY shielded monsters that go down way after all of their squadrons have been oblitirated. If it were the other way around, that would even give medium cruisers more to do as they would need to counter the enemy heavy weapons before they oblitirate the carreirs withouth even releasing their squadrons
I was actually using the Shield Regen rate reduction mod of HarpyEagle to get something similar to hte above but do not need it with this economic balance change anymore
PD oriented small ships on the other hand take out all incoming small craft quite efficiently after wihch the carriers cannot usually pack a punch - the remedy here is again combined fleets which the AI needs to be continuously tought to employ: Medium Cruisers can counter smaller ships in groups and thus serve as escort: thanks to HarpyEagle, the carriers were also tought to preserve their precious cargo untill the most prime opportunity to launch them, and thereby also lend time for the escorts to do their thing