Spoiler
For the first question, mercenaries are a repeated skill point investment, and I frequently need those points elsewhere, even when I'm grinding ordos for skill points. Likewise, I frequently use 1 mercenary on a civilian grade hull ship to act as a reinforcement. What that ship is depends on the run.
Fair enough. Everyone values story points different based on their in game goals.
For BOTB, you need the 240 DP limit for fighting ~1,000,000 bounties and multiple ordos. The exception is five capital fleets specifically designed to fight at 200DP. Even then you can only fight two ordos max, or you need auxiliary ships to cap points.
Can a support doctrine ship handle double its DP in everything? As that is my requirement for good loadouts for OM fleets. From everything I've seen, the answer is no, losing the third s-mod, or paying 8 skill points kills fleet effectiveness.
Why do you need 240 DP and BotB to fight Tesseract bounties? I just slapped together a support doctrine fleet and beat one with only 220 DP deployed on the very first try (although, I did lose an Omen and a Medusa - on the other hand, they are cheap to restore). See attached screenshots. The fight was never in doubt, given 8 officered Monitors as the front line. Just base 8 level 5 officers with 1 elite skill (field modulation), plus player with 7 combat skills in a Doom (mostly for clearing the fighters at the end). Support doctrine is almost tailor made for frigate/destroyer wolfpacks. Although, I need to remember to change Doctrine aggression to 3 or 4 when using SO ships, since they defaulted to Steady in this particular fight, which is less than optimal for SO ships. But still worked fine.
Here we go.
DO costs five skill points, while this is fine for a capstone, and it is a capstone, but it is locked behind 4 skills, only two of which may be useful for a rather limited number of builds. While yes 340 DP deployed all at once is huge, it weakens the ships massively to the point where it can't handle 240 DP or more of enemy ships that have level 6+ officers and three S-mods, i.e. a ~1,000,000 bounty.
Which means on average you lose three skill points for it, in return for a fleet that is far weaker than SD or OM.
It's not worth it unless you are using 1 or 2 ships for niche story point farming builds.
I'm pretty sure there are also examples of derelict operations fleets beating stuff here. CapnHector even has a derelict operation fleet with only 66 DP deployed killing a double Ordo. You can see it in:
https://fractalsoftworks.com/forum/index.php?topic=27808.0. I'm pretty sure if you scale that up to 240 DP, it will have no problem farming a double Ordo or farming Tesseracts.
The game isn't so hard that you need the absolute strongest possible fleet to beat the end game challenges, at least in this iteration.
About Support Doctrine, I think its biggest issue is that you start with 8 officers. You can avoid putting your officers on your biggest ships where they will have the most impact, but SD is not a good enough reason to do so. Your average officered ship only needs to be of 15 DP to comprise half of your force at max deployment cap of 240. If you use stronger ships, don't start with 240 DPs or have more officers, there's even less of a reason to use SD.
Well, that just makes it encourage fleets with less than 15 DP average per ship. Like destroyer/frigate wolfpacks, which you don't generally see otherwise, because of that base line set of officers. A high tech pack of Medusa, Omens, and Monitors will be well below that average, for example. But it is a perfectly workable setup with Support Doctrine.
Yep sorry about that, his post was directly above your fleet post which when combined with him saying he already did it easily got me confused.
Yea, I forgot that the AI loves to focus fighters on the player, so if you deploy yourself first, and then your fleet, you can kill a good chunk of the fighter spam. Assuming of course there's nothing that will prevent a Doom from doing so. It will still be a problem during the second wave, but nowhere near as bad as I was thinking.
Heron's and broadswords with ion beam or tachyon lance support are the main concern for monitors, but that supporting weaponry mostly won't be present in a pure carrier fleet.
Overall, it's better now that I think about it than when I first looked at it.
I don't have a save currently with a harder Tesseract Ordo, I've either beaten them in the saves already, or haven't been playing long enough to get a bounty for them. I think I have a world seed for a harder one, assuming that's how it works but I'm not sure. You can ignore Tesseract bounties, and accept them when they show up later, and I did that once but I can't remember if it had the same fleet loadout. The hardest one I beat was during my Scarab/Medusa/Odyssey run which had a Radiant.
Yep, system expertise is absolutely mandatory when piloting a doom. Which is why I said you require helmsmanship. You could have swapped it for impact mitigation, but you still would require 4 combat skill total for the capstone. Which is annoying when you don't need 4, and weird given the AI captains don't need 4 and can use any skill related to combat to count towards the capstone.
For the Medusas, s-modded extended shields are probably the correct call for two S-mods. As long as the AI doesn't mess up its shield direction, which is less likely for destroyers, you get to protect your engines for the same shield arc as frontal shields. Whereas with frontal shields, you get a minor shield efficiency increase, in return for the constant risk of flameout.
I'll agree with your last point about how every fleet doesn't need three s-mods. That being said, there are still times when fleets should have access to it, but can't due to how the lower tier personal skill work.
For your build however, this isn't an issue. If you needed either of the industry personal skills, you could drop one of the tech personal skills and flux management.
Out of curiosity, have you tried this fleet loadout without the monitors? Is there anything that can even replace them? The closest is probably system expertise, polarized armor Centurion.
This is why I think you're trolling. I'm trying to increase the total number of viable or efficient builds, not decrease it. Likewise, I never said to make the game harder.
It could just be your grammar making me mistake why you're trying to say, however.
Disagreeing is not trolling. I consider falsely accusing someone of being a troll disrespectful and offensive, potentially defamatory and slander, my good sir.
I really shouldn't comment on people's grammar before I quadruple spellcheck. Whatever, it's quoted now.
I was partially assuming, and partially asking because it sounded like you were putting words in my mouth, but I wasn't sure due to not fully understanding what you were trying to say.
Given you didn't take the chance to clarify and ended your reply with "my good sir." I'm going to safely assume you're doing just little bit of light trolling. Carry on.