How would breaking down supplies into multiple commodity types fix the issue where fleets can sit in black holes for extended periods of time?
The obvious solution to that issue is to make black holes kill the fleet faster, e.g. by doing direct damage to ships (like asteroid collisions but with the ability to be fatal).
Less of a specific example, more of low hanging fruit.
I was literally parking my fleet in a Black Hole, just to see what happened. And I chuckled. But then... there was that little nagging again.
It breaks the game's own set of immersive rules.
I pointed out earlier that we only use weapon charges for a single battle, then auto-charge them back up.
If you took the 're-arm after a fleet conflict' aspect out of 'Supplies', and made it a new item called 'Confetti Poppers' or something, you could harness a situation in which weapons might be good for SOME situations, and not for others. Right now you just..... carry enough supplies, and you don't have to worry about it.
And THAT gamestyle is always gonna be there! That's fine!
But if I take a step back and go 'What would a junker fleet look like post-battle?' or 'How would an Imperial Navy fleet retool after a long engagement?', it has almost nothing to do with food. Or... whatever supplies are. Having a supply spike post battle smooths out other nuances... but it also destroys the opportunity to HAVE those nuances.
How about a scouting fleet that just.... runs away, every time you attack it?
It's got no guns. It doesn't bother with ammo. At all. Just engines, radar, and fleet gantries.
WHY would that method of gameplay (for the AI or player) just not work right now? Because if you got caught, the local speed boost just wouldn't translate. And supplies are supplies... there's no bonus or penalty to leaving one or the other behind.
Or, another way to look at it:
Where are the support ships?
I mean, the real, honest-to-the-gods support FLEETS?
The baggage train for a huge warship is almost always several times its size.
That's why local fleets are so powerful. Because they're close to dock, they don't have to bother with that.
Fleets typically provide fuel, food, and especially ammunition which takes up such a horrendous amount of space that it's frankly alarming that everyone thinks it's such a silly item to forget.
Other than fuel... ammo is a staggeringly huge, heavy, sensitive, time-intensive item.
And that's NOT getting all ultra-reality. It's just... generalizing.
Rather than black holes, I think the Marines are a much better example.
You don't have your ship fleet go fight on the ground.
You carry a specialized item that only works for certain engagements.
You make a CHOICE to bring that item, or not. But there's no escaping if you choose one or other.
I don't see folks complaining about how having to carry Marines is some sort of undue hardship.
So if there was an item that ONLY re-armed Large slots... and you were out of it... you'd still have Medium and Small (again, just an example)
Now you have an INTERESTING choice to make. You armed the ships yourself.
Don't use Large Weapons if you aren't going to carry Large Ammo.
....or some variation thereof.
Using supplies WORKS. It's FINE.
But the process of re-arming, or fleet planning just becomes reflexive. You tune out.
It becomes grindy. You set your fleet view to 2x, hit the autopilot button, and do something else.
THAT isn't something I'd defend in a game.