(@Golde: Just on a personal level, I'd really appreciate it if next time, you can try to keep it a bit less heated. That's not to say that the game is perfect or doesn't have issues that should be talked about - but, frankly, I could do without the stuff that borders on personal attacks.)
In addition to that, I went ahead and experimented on just exactly how many ships are needed to match the FP of that exact remnant ordo. 4 additional paragons, 1 astral and a Ziggy later, we are still at max penalty for being the "smaller" fleet.
Than the odd thing come, mid game enemy fleet start growing bigger on both ship size and number, even player with a same fleet size start having DP disadvantage(why do this!?) and player only counter on this is increase fleet size to have a fair fight, at this point player fleet usually start going over the 180pt limit on the skill system. And bounty here is around 150k to 200k, depend on LY this start getting unprofitable for a combat fleet (trade fleet is always broken because of how the system work, how can anyone blame player cheese the trade system when that is the only way player can get profit )
...
And this is the problem, Alex want us play with a small fleet(The new skill system) but the way it increase the difficultly is increase both number of ship and size of ship to a double or triple to ideal size player fleet on the new skill system, and on top of that a DP penalty system when player have a smaller fleet(why?), this is just nonsense when this all sum up. Not to mention Golde's situation when ai also have higher ship quality and DP efficiency than player.
The thing you're both missing, I think, is how the deployment point allocation works now. It's explained in the tooltip, but having already played the game, it's kind of natural to assume it works the same way as before, look at things in those terms, and become frustrated.
But - what primarily matters is officers, not the ships they're on. Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference. If you *really* need a leg up for a tough fight, you can hire some mercenary officers to go above the limit. You're not encouraged to go with a fleet full of large ships because
it doesn't help at all. Neither does trying to "match the dp" of the enemy fleet.
Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.
half the times, the objectives are in a line in the dead center of the map. With the officer personality changes, remnants actively suicide to trade damage and will only drive forwards.
Hmm, really? They're not supposed to be; if they are it's an issue. I've done a fair bit of testing vs similar strength Ordos as you're showing and objectives were very much key there - and also quite easy to capture the first couple, at least. If that's not your experience, then that'd be something to look at.
... and I have my own complaints about enemy officer count and its effect on the ECM skill from a systems design standpoint:
The ECM thing is pretty annoying though, and I hope it gets adjusted. Even with the ECM skill, I feel like I have no chance to match enemy ECM. I can't spam officered frigates like the AI can.
Yeah, that's fair. It's quite possible that the number of officers is over-tuned - especially in some cases. And how ECM stacks up could probably use another look. Perhaps the player needs some means to boost it more if they go that route, or perhaps... well, it's a separate topic. Just, needs some thinking about.
Again, just want to be super clear that I'm not saying everything is perfect or anything like that. The 0.X.1 releases tend to be very heavy on balancing and gameplay tweaks, and it doesn't look like 0.95.1a is going to be an exception!
The current non-modded cap is 240 deployment points at max battle slider, if the player gets all objectives. I wouldn't mind the skills being scaled up to meet that instead of being at 180.
(Yep - I've actually got a note to raise the skill cap from 180 to 240 where applicable. I think that'll just make more sense as the number to settle on there.)