VoidSoul wrote: ↑Wed, 18. Feb 26, 16:58
QoL suggestion:
Add an option in fleet menu to quickly open fleet leader command console, If it is not implemented already somewhere I missed. It would allow to control fleets directly from fleet menu (orders to move somewhere, guard something, invade or just reconfigure ships in the fleet without the need to go and find it on the map or property menu).
Observation:
Instead of ship build cost make ship upkeep higher. It would allow strategies to accumulate resources and money and tank upkeep wile building ships when low on systems. New build cost cuts off any one system\enclave gameplay.
Idea:
Tie fleet cap not to population, but logistic stations that provide fleet cap. Very late game you have too much racecourses (or systems producing them) and your main problem is how redistribute it to shipyards. With logistic stations you will have option to massively simplify hauling, expand your fleet at expanse of economy or run your early ship production on pure taxes and trade.
1. Not sure if there's one, but I've asked in the #x3_modding channel in the Egosoft Discord if a command exists in MSCI that opens up a ship's command console. I'll have to wait until Cycrow gets on for his response. If possible, I will implement it.
EDIT: I didn't see any command like such in X-Studio. However, I've added 3 new quick commands to the fleet settings UI. The commands are commander rally (move fleet leader and its formation to a position), commander invade (select any sector for invasion; note that invade sector can target enemy stations unlike defend sector), and commander protect (select any target; protect it). This will be put into next patch.
EDIT 2: Cycrow replied. AP doesn't allow a ship's command console to be opened from a menu. It's a limitation in AP but was addressed in FL.
2. The supply mechanic is designed to put parity between the player and the AI. I considered upkeep-only, but it created burst exploits and broke AI parity. I then realized how OP it would be for the player to accumulate large numbers of resources and then build a large fleet that normally the AI can't support. This system encourages the player to plan their first sector(s) very carefully, sometimes with tradeoffs. It also teaches the player how to work with fewer assets and fight when outgunned, both of which are skills that are rigorously tested on higher difficulties. Next patch scales nation milestones.
3. When I designed the fleet cap mechanic, I initially thought of using logistics stations, but I rejected the idea. The fleet cap was inspired by the original suggestion from Hector's
initial concept, Stellaris, and the Anno series: in all three cases, the fleet cap is tied to population.
I'm aware that infrastructure is another way to handle fleet cap; this is similar to army cap in other RTS games like StarCraft. However, many of the other existing mechanics lean toward how important population is, hence the existing design of tying fleet cap to pops.
The idea is that how many ships you can field is based on how many people you have that can support them. While I nerfed supply from 10 supply/pop to 5 supply/pop in 1.8 due to fixing capships being counted twice toward supply, if this amount is too low, I'm considering buffing it.
EDIT: Upon doing the math, there's a general rule of thumb I ran into: about 20-30% of supply is used for workers (assuming ~20-25 TS at 4 supply each for a total of 100 supply out of approx. 475-500 supply from an outpost), while the rest is used for fleet. After doing the math, 5 supply/pop on insane is just enough while lower difficulties already have a generous amount of supply to work with.