Fair enough, but fleets built around the concept of having a lot more DP being able to be deployed usually have a lot more ships than usual.
About being overwhelmed, it's most likely an issue that can be linked to the player not also modifying the avaiable officers to scale with increased fleet size and therefore having the fleet composition gravitate towards capital spam, which leads to being encircled by the enemy much more easily.
The issue is in increasing DP limits without also increasing officer/fleet cap limits to match. One way or another you're going to need logistics ships to keep a fleet going, so limit slots for combat ships + lots of DP to deploy in battle = lots of capital spam on the player's end. But you don't want to deploy all of your dozen-odd capitals against a basic pirate fleet, that's far too expensive on supplies. So you don't send enough to hold the line against the frigates, the line gets broken, and bad things happen.
Of course if you
do increase fleet and officer caps...well, suffice to say that has it's own problems. Pirates, in particular, will gravitate towards something that can only be called "excessive frigate spam", and in
this patch that's even a halfway reasonable fleet composition.
We can only hope we're going to get new content to use all the new toys in, besides (spoilers)
Spoiler
A couple of absurd, nearly impossible to beat (without meta builds either abusing Derelict Contingent, high tech ships or both)
of course. I'm personally betting on the Dominion getting back into the Persean Sector now that the gates are active again but you never know what ideas Alex and the team get
I'm expecting something a lot less...open to diplomacy than the Domain. Well,
in theory, who knows what happened to the Domain in the years since the collapse and what it might look like if and when it manages to re-establish contact. It'd be interesting of course, especially if current Domain policy is not in line with what the Hegemony has been upholding and suddenly it's the tri-techs telling the hedgies what their oh-so precious law and order really is, but I'm not expecting contact with anything more talkative than the Sector's most reckless pirate. It is a game about combat, ultimately, so I'm expecting targets first and foremost.
Also, holy Ludd, did not know you could abuse Hypershunt taps like that. Will definetly try that out next campaign. Do you think it also works for any faction provided you sell them to the standard market at one of their planets?
At least any vanilla NPC faction will install a tap if it is sold on their open market (and there's no other item installed in Population and Infrastructure currently), including Luddites of both stripes and Pirates, but unless there's an
active Hypershunt within 10LY of that planet it will not have any effect. No demand, no extra industry slot...and I'm not actually sure about Pather cell interest (and each tap is apparently worth +8 by itself), that might still work regardless or it might also need an active shunt nearby as well. Either way this is why I consider shuts "post-game" items that you can nevertheless find early game, since actually using them at all...well, by that point you clearly have no need of them.
I'll also add that, if you've got colonies, selling to pirates/pathers doesn't increase the global market value of increased demand items too much since those factions don't trade with much of anyone. But, on the flipside, their planets are likely to suffer
massive shortages. If you sell to regular factions it'll crank up the global market value a lot more, but because those planets trade they might actually not suffer from any shortage at all if one of your colonies is able to produce enough to meet demand.
Another point to add is that hypershunt taps aren't the only items you can (ab)use in this fashion. Fusion lamps, which demand 10 Volatiles, can also be sold to NPC markets and if the item is actually useful (I think, I haven't tried selling a fusion lamp to Sindria but unless the Lion's men have the intelligence of a hollow brick...) they will be installed and used. Again, pirate/pather worlds for maximum shortage abuse, regular factions for maximum market share increase. Also fusion lamps are only worth +4 pather cell interest, so it's much harder to abuse them for pather cell shenanigans. Raesvelg is one potential target, though - Mining (+1), Refining (+2) and a fusion lamp (+4) will spawn a pather cell (7 interest! Ah, ah, ah!), so that's -1 stability and periodic shenaniganry.
EDIT: Just did some testing: NPC colonies that don't benefit from fusion lamps will
not use them, so don't bother trying to sell a fusion lamp to Sindia. Unfortunately the Lion's men are, in fact, not as intelligent as a hollow brick. However, Hypershunt taps
will generate +8 pather interest even if there is no active hypershunt for the tap to draw from (an inactive one might have to be in range, though I'm not sure if I can test that on my current save), so you can sell taps to give NPC colonies instant pather cell activity.
One caveat: Pathers will
not create Pather cells on their own colonies, or colonies of the Luddic Church, even if you sell them a tap which either will (try to) use. Apparently there is no one who guards the Luddic guards in the Sector...