And supply drain is one of those unfun necessities where at best, you don't notice the mechanic, and at worst you're out of supplies and are done for. In other words, we're penalizing the bad players the most.
New players have a hard time with logistic in Starsector. This is not uncommon for sandbox-type video game to have some form of survival elements, supply/fuel/crew management is part of that. Though I agree: let's not make it worse, especially as battle are challenging enough - as long as player power creep is kept under control.
I almost regret saying it, but a fleet size limit based on DP or ship cost or logistics - I'm not a 100% on how it used to be - would be preferable to extra supply overhead. It could simply be a number that ties into player level and goes up as the game progresses - to a point.
Sound reasonable. Why would you regret saying it? :)
Allow me to go crazy for a minute...
Let's set a smallish limit based on DP:
Spoiler
hardFleetCap = 5 * ParagonDP = 5 * 60 = 300
also
maxBattleSize = 500
hardFleetCap = maxBattleSize / 2 + maxBattleSize / 10 = 500 / 2 + 500 / 10 = 250 + 50 = 300
(rough split between military and logistic ships, 5/6 military and 1/6 logistic)
Then, largest fleet can be:
Spoiler
4 * Pagagon = 240
60-DP of logistic and smaller ships, maybe a few figates for pursuits
(it does fit within the current 30 ships limit)
or
3 * 40-DP capitals = 120
4 * 20-DP cruisers = 80
4 * 10-DP destroyers = 40
4 * 5-DP frigates = 20
40-DP of logistic ships
(it does fit within the current 30 ships limit)
or
1 * 45-DP capital = 45
4 * 15-DP cruisers = 60
8 * 10-DP destroyers = 80
15 * 5-DP frigates = 75
40-DP of logistic ships
(it does fit within the current 30 ships limit)
or
2 * 20-DP cruisers = 40
10 * 10-DP destroyers = 100
24 * 5-DP frigates = 120
40-DP of logistic ships
(it does not fit within the current 30 ships limit)
What about dynamic fleet cap based on player level?
Spoiler
maxBattleSize = 500
hardFleetCap = 300
maxPlayerLevel = 50
initialFleetCap = (2 * DestroyerReferenceDP) + (6 * FrigateReferenceDP) = (2 * 10) + (6 * 5) = 50
(this starting enveloppe of 50 DP may be too generous)
actualFleetCap = initialFleetCap + (floor(currentPlayerLevel / 2) * 10)
(not ideal formula because this would not increase fleet cap with each player level,
but good enough to obtain the following result for demonstration purpose)
with player level 1
actualFleetCap = 50 + (floor(1 / 2) * 10) = 50 + (0 * 10) = 50
with player level 5
actualFleetCap = 50 + (floor(5 / 2) * 10) = 50 + (2 * 10) = 70
with player level 10
actualFleetCap = 50 + (floor(10 / 2) * 10) = 50 + (5 * 10) = 100
with player level 20
actualFleetCap = 50 + (floor(20 / 2) * 10) = 50 + (10 * 10) = 150
with player level 40
actualFleetCap = 50 + (floor(40 / 2) * 10) = 50 + (20 * 10) = 250
with player level 50
actualFleetCap = 50 + (floor(50 / 2) * 10) = 50 + (25 * 10) = 300
Summary:
- Drop the 30 ships limit
- Set a fleet cap based on ship DP, player level and battle size
- If there is a hard fleet cap, allow player to change it in the game option or settings.json ... but better infer the max fleet cap from max player level and max battle size
- Soft cap anyone?
What do you think?