I should preface this by saying I am not quite sure where you would like receive feedback; I am assuming it should be here and not on Nexus. I also am not that familiar with the starsector auto-resolving, so I am speaking mostly from the feels here.
I am not a huge fan of the special fleets and their predominance in this mod:
- Bypasses the issues of quality & ship production from the base game, representing the industrial might which the market could support.
- Bypasses the logistical/managerial issues; no patrol HQs or military bases required for operation.
- Fairly cheap, especially late game you can field a ton of fleets; it's somewhat silly. Where are all these ships coming from, where are the crew coming from.
- It's a bit too much like how the player plays. The player's fleet is the proverbial 'hand on the scale' in the player faction's favor. We can win fights that on fleet strength paper look wildly against us, we can repair instantly at a dockyard, we can summon ships & armies out of thin air (storage and market), we can call by the grave our ships or our enemies ships to fight again. These concessions are made so the player can have reasonable fun, but extending that to other fleets doesn't fit in 4X very well . These special fleets are like an extension of the player's influence directed at range.
I would like to see a rework on the fleet system:
One rough idea is to piggyback off the existing concepts:
- Have worlds passively generate fleets up to some cap determined by their fleet size stat, with quality of the same, generated at a rate determined by the ship production commodity. These fleets by default will be patrol/policing mode, meaning the fleet is divided into small patrols focused on hunting pirates and protecting trade, but the player can “conscript them” into last-stand mode, forming larger defensive fleets like the core world fleets of the other factions.
- Maybe patrol HQ can only support these smaller patrols (and in a pinch consolidating the patrols into a larger blob), but the larger buildings can split the colony's fleet into multiple fleets; allowing for exerting sphere of influence beyond your system (raids/invasions/etc).
- One caveat with this splitting idea may be that the colony's desire a certain level of protection with fleets; so if you 'pull the boys', the stability bonuses of the patrol HQ should disappear.
- These fleets could be ordered around using a similar system that is existing for special fleets- sending them around on the intel map- kind of like a galaxy-wide RTS.
What to do with special fleets:
- It is still a cool idea, and being able to create a goon squad that follows you around beyond your fleet cap is pretty neat. However, the number of special fleets and the max fleet power should be limited, and these fleets should be more expensive to maintain long term. They should be a sidepiece in the 4X game, not the main hammer for your nails.
I should preface this by saying I am not quite sure where you would like receive feedback; I am assuming it should be here and not on Nexus. I also am not that familiar with the starsector auto-resolving, so I am speaking mostly from the feels here.
I am not a huge fan of the special fleets and their predominance in this mod:
I would like to see a rework on the fleet system:
One rough idea is to piggyback off the existing concepts:
What to do with special fleets: