Warning: A Huge Post Is Approaching Fast. (Okay, no more Darius parody.)
After level 15, you get 1 story point per 1 million XP. It's not Vespene gas, it's basically just XP, like in pretty much any other RPG. You kill stuff, you get XP for killing stuff, you use that XP to upgrade your character. (Vespene gas is different, you farm Vespene gas which doesn't involve combat, and you don't get any more from killing enemies.) After all, such games reward the player for going out and actually doing something, i.e. killing baddies.
Level 10 Hegemony deserter bounties give around 500k base XP (assuming double from SP bonus), and the DP for the XP bonus (not the fleet's actual DP) is roughly 700 DP or so. This means if the player's fleet is 350 DP then you get +100% XP bonus (i.e. 700/350), if the player's fleet is 500 DP then you get +40% XP bonus (i.e. 700/500), etc. By the way, bounties go higher than level 10 (which corresponds to about 300k credit payout), I've seen level 13 bounties already, just that I've already collected data on multiple level 10 bounties at this point. So higher-level deserter bounties will pay out even more.
The personal bounties tend to cluster together in the same region of the map. So it's easy to take a fleet and do a lap to kill them. Say you knock out 3 of them, and they're level 10 (noting that this isn't even the highest-paying bounties). That's 1.5 mil XP right there, assuming no XP bonuses, plus whatever you get from the XP bonus, meaning you should be netting around 2-6 SP per bounty run, depending on your fleet. It's easy to get multiple SP points from doing a bounty run, and you don't need anywhere near an endgame fleet to do it. Claims that you need something specialized to get SP is completely overblown when we're just talking about regular faction fleets at this point and not even talking about [REDACTED] fleets.
I just took out a random high-end bounty, League deserter worth about 390k. With +384% xp from soloing the entire enemy fleet with Ziggurat (would have had +397% if I left Revenant behind), I received about base 990k xp, which was doubled with the bonus xp, so almost two million total. Had I used random stuff comparable to their fleet, I probably would have about +50% xp instead, and would have gained only about a fourth of the xp (close to half million due to bonus xp). I would need to fight four or five such bounties to get a million xp with a fleet similar to an endgame bounty.
At the time I posted the OP, I had not fully upgraded my skills and fleet because I did not want to risk locking myself into a build or configuration that could take a long time to undo. After seeing how slow xp gain was if I want to chill with a big fleet and smash stuff, I was really hesitant into committing into a single build. I guess I had about 15 million bonus xp after I reached max level, and I did not have access to everything. I took several in-game years fighting many endgame bounties with from 0% to 100% (but rarely above 70%) to clear that xp debt, although part of the reason for that was I did not have Janus device for gate travel during some of that time.
Named bounties are sometimes close, but not that much. I rarely get more than two near each other.
Long story short: if you're finding that SP gain is too slow, then it has to do with how you built your fleet, and/or because you're wasting them frivolously and then complaining about how hard it is to get more.
In other words, I am playing the game wrong because I dare to use a fleet that is comparable to an endgame bounty fleet instead of a solo Ziggurat or something less powerful for maximum xp gain.
To me, it sounds like Megas is not enjoying the early and mid-portions of the game, since they are describing them as a grind, as well as indicating the game takes too long to level and get to the end game. At which point it makes sense to me that they would prefer the replayability and different options be available starting at that stage, as opposed to being at the start of the game. Unfortunately, you kind of need that replayability to make the game a reasonable ironman game.
My question would be, what would make the early and mid-game more interesting or more fun such that it doesn't feel like a grind?
Personally, I like the early game combats, often more so than the late game. There's a much larger range of threats compared to my combat capability, and there are situations I actively need to avoid. The campaign map is far more interesting when you need to actually take into consideration enemy fleet positions or expenditures over time, as opposed to just barreling through everything, fleets and storms alike, with an end game death fleet funded by multiple size 6 colonies.
This response probably deserves its own topic, but the short of it is while there are efforts in recent releases to slow the player's gameplay, the world progression has not slowed down. In effect, the world outlevels the player if he does not rush or min-max things. Related are colonies. It takes about ten years to grow a colony to size 6 (or less time with Cyrosleeper bonus). Meanwhile, it takes about five years to reach at least the cusp of endgame, able to crush endgame bounties without much difficulty and maybe Ordos too.
Early game feels like survival mode and making do with what you find. Some people like that, I do not. Midgame is a continuation of that to a point then transitions to something else as player finds more toys and builds colonies. At this point, the world has outleveled the player and the player tries to plays catchup (or maybe not if player optimized for combat and got the hardware and skills he needed.) Gameplay is more enjoyable if I can fight the enemy (but if I cannot, then I am forced into commodity runs for easy money), but I still do not have access to everything. During endgame, I have access to most if not all resources and can use whatever I want, and I like this... until I hit the slow xp gain unless I use a specialized xp hunter fleet (or a flat out overpowered fleet).
There's very little correlation between fleet size for XP purposes and the amount of loot that can be carried. As was pointed out earlier in the thread, Atlas takes away very little for XP calc purposes because of low FP * 1/4 civilian hullmod reduction, so you could easily carry multiple Atlases for less than 10% of the FP value of Ziggurat + player levels.
If I solo with Ziggurat, I do not want my fleet to exceed 100 DP because doing so spawns a bigger map with objectives, and I dislike objectives, especially if my side cannot stop the enemy from taking the points. I have 25 DP left for support ships. I can take either Prometheus, Atlas, and an Ox; or one Revenant and two Oxen.
Also, bringing support ships eats a noticeable amount a bonus xp from named bounties. Against a human endgame bounty fleet, having Revenant in my "fleet" reduces bonus xp by 12% or 13%. Tugs reduce the bonus by 4% per tug. If I did not need a hauler for fuel to reach systems with named bounties, I would consider bringing only Ziggurat for maximum xp.
Bringing more haulers probably hurts less when player brings a bigger fleet and attacks at least two Ordos at a time, but anything less than an Ordos really wants a lone capital or few smaller ships.
Also, loot is not only cargo or fuel, but also the enemy ships themselves for those with Hull Restoration. If I recover ships, then my bonus xp will drop if I fight again until I drop off the new ship(s). I may also find myself with not enough crew if I loot a large ship or several small ships that need crew. (If I bring Revenant, I put Additional Crew Berthing and other capacity boosting hullmods on it.)
The system rewards you for efficiency with fleet composition and battlefield performance, and it's something that players are incentivized to design for.
Unfortunately, I think the game "rewards" the player by being stingy with xp and story points, and money from non-contact bounties, unless the player utterly games the system by using only the strongest options available (which may not be available early). In other words, Starsector punishes the player for playing the game wrong. Currently, the game wants you to solo things if at all possible, like in pre-0.6a releases, which defeats the point of a fleet and fleet skills that need officers or more ships to work. It seems like the only time a fleet is useful was when player fights more than one Ordos at a time, or when xp gain is not the goal (like smashing a planet's defenses before raiding it for items or sat bombing it to wipe it off the map).
Fully modding ships is also a timesink, not a fan of that mechanic but only really gets in the way if you want a full switch (and then your officers are borked anyway).
Player respec is basically free compared to everything else so don't agree with the premise of the thread.
Example: I want to pilot Ziggurat and I have say, Point Defense and Ballistic Mastery for Combat skills. Later, I want to store Ziggurat then pilot Doom for a while; now I want to swap those two skills and get Field Modulation and Systems Expertise. Later, I drop the phase ships and I want to pilot Aurora; now Phase Coil Tuning is useless and I want to get Energy Mastery instead. Each respec burns a skill point without refund if I want to be optimal with my toy of the day. But even if respec gave +100% bonus xp, regaining that point (at max level) is too slow unless I am already at the end killing endgame enemies with a specialized hunter fleet. So, no, it is not free.
It gets worse if I obtained then respec Best of the Best or officer skills away. Any extra s-mods and officer skills disappear without refund. (It is the primary reason why I do not take such skills.)
At best, it is not as bad as firing and training new officers to work with new ships, but it still hurts for most of the game.
And points spent for respecs means less green money (story points) for s-mods, elite skills, and colony improvements.
Needing to fire and train new officers hurt. At the very least, that means more bonus xp spent to train them, and maybe new elite skills.
And I do want the option of full switch without being heavily punished for it.