I'm taking some of these quotes out of order as the flow seemed better for what I wanted to discuss.
I'm not sure what other metric you might have in mind to measure player fleet effectiveness other than time to kill an enemy fleet. That measurement encapsulates both the player fleet's offensive power as well as the player fleet's defensive power since the player fleet is also absorbing the enemy fleet's offense during battle.
Time to kill only encasulates defensive power in the case where overall fleet power is reasonably close on both sides. If one fleet is significantly stronger, then it measures less of the defensive capability and more of the offensive (how many missiles and projectiles you can put on target). I haven't tried it yet, but we could confirm that defensive capability is in fact being measured by changing some defensive attributes of the ships and nothing else, and repeating the kill speed test. For example, if we drop the hull and armor of the ships in the player fleet by half, how much does it slow down the kill time?
Under the current hypothesis that defensive power is measured, then the Conquests and Gryphons with lowered defense numbers should take longer to kill the enemy, since given otherwise identical stats, the lower hull/armor ships are by definition defensively weaker. If it doesn't, then that means hull and armor defensive capability is not being measured by the test. Having not done it, I don't know which way it would go, but I think it is an interesting experiment to confirm that defenses matter.
Personally, I like tests where both sides are losing ships, since I know hull and armor numbers must matter. If one side is beating the other repeated with zero losses, that strikes me as a significantly unbalanced fight.
As a testing metric, I'd start removing ships or lowering the character level from the stronger fleet until it begins to take significant losses regularly (more than than a frigate or two, at least a destroyer or cruiser perhaps), but still wins reliably. Which I think is an insteresting data point. What is the least investment in terms of campaign effort and prior fights to still beat the challenge reliably? Further, you could remove even more ships until victory is roughly 50/50, which would be another interesting data point. When victory is a 50% chance, then presumably both fleets are equal in strength, which takes into account the player's command and piloting abilities which the AI lacks, which is why player fleets equal in size to AI deployments are much, much stronger.
If one fleet composition only needs, say 80 DP, to win 50% of the time while another needs 160 DP, I'd submit the 80 DP fleet composition is stronger, even if it might take longer, since the 160 DP fleet composition is likely unable to win at all.
This is unfortunately much harder to measure repeatably and reliably, will depend heavily on player piloting skill, and requires a much larger sample size, so I'm not suggesting it the best way to do this, but it certainly is something people could do with enough time on their hands.
So unless a better metric is articulated, as far as I can tell it's the best one we've got for comparing player fleets. For me personally I actually measure ship performance based on XP DP (how much the ship contributes toward lowering your XP bonus), which includes the XP DP cost of officers, but that's a bit niche (I'm looking at maximizing how much XP I get), and it's derivative of the time to kill, so for discussion purposes I usually just look at time to kill.
This is one thing I expect to vary from player to player, namely what they want out of the game. I personally don't care all that much about XP per time, given you can fight all the way up to Ordos and a variety of lesser enemies from day 1. Which means it is possible to find fights that are as hard for me to win in my Wolf and Kite as a fight between a double Ordo and 240 DP optimized fleet. So these days I just play to fight battles themselves, rather than grinding for XP, but I tend to have a different outlook than alot of others.
Or, alternately: How are you defining the "early game"? How are you defining what feels "good and balanced", and how can someone evaluate or measure whether or not something is "good and balanced"?
This is a great question. What is early game? Probably is different for different people, so we probably should specify.
For example, the double pirate aramada fleet you posted looks like an early game opponent to me. After a long bit of travel that started Friday early in the morning (and was supposed to last 5 hours) and only got home yesterday in the late afternoon, I felt like playing some Starsector to de-stress. I played from the start with Wolf + Kite, and only did bounty hunting for income (plus the usual stipend). So I played normally for me, and then when I saw some fleets I could combine in the same system that might be at that level of difficulty, saved, and did a few runs at it. It was admittedly only 163 DP, but half of it was a pristine Tri-tach deserter fleet, and the pirates only averaged 1.6 d-mods each, so I hope its roughly as strong as your 188 DP fleet of pure pirates with 4 d-mods each. Officers were non-trivial as well, since they had three at level 5, a level 4, three at level 3, and a level 2.
I can reliably beat it with a little less than 75 DP (4 Medusa, 1 Shrike, 3 Omens), which is roughly 500,000 credits worth of ships off the black market, and at player level 5, with officers of level 3, 3, 2, 1 and 1. I admittedly had spend 8 story points on s-mods, but no elite skills on the officers. I can beat it maybe ~50-66% of the time with 54 DP (4 Medusa, 1 Omen) or ~350,000 credits and level 5 with same officers.
See for example the 74 DP run:
https://www.youtube.com/watch?v=7JAWxT-BYq8&t=6sI can upload an example 54 DP run if people want.
So in terms of early game, I'd probably describe it as levels 1 to 5 roughly, with credits under half a million. Fleet DPs are typically 10-80 DP, if I'm going pristine, but could be higher if I'm doing a junker fleet.
I'd say mid-game probably kicks in when I get a cruiser, and have levels in the 6-10 range, and credits on the order of a million or maybe two. Probably 80-120 DP worth of ships.
End or late game is levels 11-15 and three million or more credits (which can buy you at least 2-3 capitals and escorts), so sitting in the 160-240 DP region. Personal challenges which don't actually get you anything new as a reward are level 15, unlimited story points and credits, and a full 240 DP fleet - or alternatively, 75 DP and under with omega weapons
.
The early game is also when the player likely only has access to some frigates and destroyers, and are also up against frigates and destroyers, so it's not representative of the game's combat balance as a whole.
I'm not sure if we're talking about new players in this, but for a veteran player, I would expect them to be taking out destroyers with only frigates, and taking out cruisers with only destroyers. A pair of early game Medusa can take out any AI cruiser in the game for example, including Dooms and Auroras. And have a decent chance against some isolated capitals as well. This probably just comes down to playstyles, and when people are willing to invest story points and officers.
Although our early game player fleet description seems to match up (some destroyers and frigates), perhaps our expected opposition does not.
I just tried SO Furies vs non-SO Furies against a pirate fleet, and not only were the non-SO Furies better than SO Furies, but the non-SO Furies were better than SO Furies by almost 40%. Pirate fleet was the initial "warm-up" Colony Crises fleet (the one that hits at 300 points), totaling 188 DP. Attached is a screenshot of the fleet. Player fleet limitations were assuming level 10, 160 DP, no s-mods, no elite skills on the player, no officers (but using Support Doctrine), but any non-Omega weapons and any hullmods. So stating this in an alternate way, taking just this one case, SO would need to be buffed by nearly 40% just to be as effective as non-SO loadouts by this point in the game.
Just to confirm my understanding, were you using 9 pristine Support Doctrine Furies for this test (16 DP each, 20 for the player flown one).
Assuming it was 9, I'd consider myself to have a late game or end game capable fleet. Certainly what you're describing to me sounds like an even more of an unbalanced fight in favor of the player than level 15 and 240 DP versus double Ordo, and is certainly not an interesting fight for me in the campaign. Although, I personally wouldn't have a fleet with 180 DP worth of ships (nearly 1.5 million credits worth) and have not spent any story points on them nor be lacking officers.
For me, the much more relevant fleet test would be something in the 50-75 DP range, level 5, with reasonable expenditures of story points on elite skills, officers and s-mods (i.e. 16 or less). So, if you wanted to test a fleet still able to reliably beat that pirate fleet, I'd suggest a test more like 3 Furies and a pair of 6-8 DP frigates, a level 5 character, a pair of level 3 officers, and a pair of level 2 officers, and up to 16 story points spent. That'd probably come out to be about 500,000 credits or a little over.
So at some point before the player gets to 160 DP in fleet size, before the player invests in s-mods, before the player invests in officers, before the player starts encountering around 200 DP's worth of d-modded pirates, etc., SO is already significantly worse than non-SO loadouts. And just how much of a typical playthrough is under these conditions?
This set of conditions tells me that our campaign playstyles are different, as this list is a combination of late/end game, extremely early game, and early game for me.
Before the player gets to 160 DP is before late/end game in my mind, as noted above. I also start investing story points as soon as I'm able, so like at level 1 or 2, since I like the bonus XP, and lets me take on harder fleets quicker. I also typically pick the starting officer option, so I have an officer before the game starts which makes for a weird cutoff. 200 DP worth of 4 d-mod pirate fleet is an early game opponent for me, since I will typically fight that in the 50-80 DP range. I think based on your own testing, the derelict operations ended up being roughly as strong as just the normal fleet without the discount, so 4 d-mod pirates are probably worth about 150 DP of pristine ships, using the time to kill metric.
Certainly if I luck into a Doom, Aurora, or Odyssey early, I can mostly solo 200 DP trash pirates with a pair of distraction frigates while at level 5.
So for me, I play well over half the game, maybe up to 75% under 160 DP. I play none of the game without officers (unless I'm doing silly solo ship stuff which is divergent from typical play I'd wager). I play like the first 5 minutes without spending story points. A 200 DP trash pirate fleet is typically around 10-15 fights into the game, not a mid-game fight, depending on what I find, salvage or get offered by contacts.
I happened to hit level 6 after the video I linked above, so early game for me was roughly finished after 14 fights, as 240k credit reward is enough to get me a decent pristine cruiser. This was with income only from bounty hunting (contact + intel, plus selling drops), and the stipend. No trading, no exploration, no campaign missions.
Lastly, I'd also like to point people's attention to a cool video in the High Tech thread where an 80 DP fleet is taking out roughly 350 DP worth of Remnants. So I'm not the only one who will take on late game enemies with less than 160 DP. See:
https://www.youtube.com/watch?v=ItoOQxtOqTA