Spoiler
The game already rewards you for fighting larger fleets with smaller ones and with fewer officers, you know. For example bonus xp, and skill DP caps. There's a reason why I and other high level players don't bring 30 capitals to fight Remnant stacks. Why not invest in mechanics like that if you feel more incentive to use smaller fleets in the endgame is needed, rather than add extra rules about what's not allowed in the sandbox.
Edit: dang it broke my vow of not engaging in arguments anymore. Note to self: Alex will figure it out what he wants to do, better to focus on generating content that's fun.
I don't think friendly discussion is 'arguing', so I think you're all clear?
The bonus to XP is nice, of course. If I'm not receiving 300~% bonus XP throughout my playthrough, I'm not feeling especially satisfied, either with the level of difficulty or the reward compelling enough for fighting one vs. many.
As for shaking up fleet/DP cap, well... there are already limitations at every level and type of play, most of them arbitrary. Starsector is certainly a sandbox, but it's absolutely laden with rules. If there's going to be a rule (i.e. 30 ships of any type and no more or you WILL PAY), then why not make it fun and make sense, too? In fact, if you read my proposal more closely, you'd certainly realize it would be possible to field even more ships in the end by investing in the skills and infrastructure necessary, pushing over the soft DP limit, and spending the extra supply to do it. I think it would be a fantastic crutch for new players entering the late game, and allow the player to engage in a game of numbers superiority over other lone fleets, if that's what they desire. More importantly, putting the focus on DP rather than a hard hull limit allows for a more robust and interesting diversity in ships available to deploy. Or... more of whatever you want, theoretically?
In the meantime, in the early-to-late mid game, smaller fleet sizes for
everyone speeds the slog of combat along: you can choose, as a new player to engage smaller fleets piecemeal, or lure the escorts away, or as a veteran to engage the stack and fight the same kind of battle you're used to. Or... anything in-between since there are
options, instead of one big monotonous fleet. We see this occasionally in some parts of the game, a larger fleet supported by one or two smaller fleets in defense of a planet or station.
All other considerations aside, and purely from a selfish perspective, it sounds fun to me. The player and their staff coming into their own and beginning to work together, establishing professional trust and improving efficiency, building up infrastructure to support their fleet, and so on. It's satisfying from a gameplay and a story perspective.
Anyways, I'm fairly certain continuing to talk about my idea is a moot point. I'm not sure about the likelihood of such a change being adopted, and it was fun to consider for a couple days, but I have to assume that's there's only a very small chance.
As for the endgame... if it isn't trivialized, then did you really learn anything along the way? The tools are all there, laid out for you. I guess that's why I prefer the journey, rather than the destination. If I'm just going to stand on the peak all alone and become bored, then I'd rather just start a new playthrough and crawl my way up from scratch, once again.