No, thats not the same thing i suggested. Read more than just first sentence or half of it.
I know what current system works like and its flawed.
It is possible your suggestion may need a bit more detail, or perhaps an example of how it would play out? I kind of read it the same way as Vanshilar did.
i would prefer there to be "initiative" thing, where the stronger force starts with advantage, but the points AND killing ships can give you the upper hand
also rework to reinforcements, where the points are actually limited like command points, and they slowly regenerate, but killing enemy ships speeds it up
it doesnt happen as often vanilla (but still does), where i get advantage and then game turns into meatgrinder at top of map, its boring and makes no sense, at that point they should lose the battle and get the option to run or try to reengage but at disadvantage (maybe CR hit?)
So I see 3 distinct suggestions here:
1) Both capture points and killing enemy ships affects reinforcements somehow
- This is not too far from what we have now. If you're not doing a speed grab at the beginning, you essentially need to kill enemy ships to push to the capture points anyways.
- Killing ships does in fact give you the upper hand as you have localized fleet superiority at that point.
- I note this version gives a disincentive to using frigates, since they're the most likely to die early. Unless you want it based on hull damage done, as opposed to full on ship death.
2) Deployment/Reinforcements is changed to some kind of timed counter, that is then spent from to deploy new ships, but somehow in the favor of the larger or stronger side initially?
-Is this a flat 160 DP/240 DP split like we have at the start? Some kind of even 60 DP vs 60 DP initially that ramps up differently for the two sides over time? In both cases some kind of regenerating reinforcement DP budget? Is this a counter that counts up every X seconds? Something like 1 DP every 6 second (10 DP a minute?) baseline for both sides? Kill 20 DP worth of ships and now it is counting up like 3 DP every 6 seconds? Capture a point and get +5 DP per minute. Until it reach some kind of maximum or just keeps going up for both sides? Is there a maximum number of DP points on the field set by capture points, like we have now?
How would this interact with a solo deployment initially, evading the enemy fleet (and avoiding PPT loss by being far enough away) and letting the deployment regen up while capturing a point here and there, and then do a full deployment with the maximum DP you can collect?
Overall, this strikes me as an even more strongly "win more mechanic" than we have now with just the capture points. Namely, if you're already winning, this just makes you win even faster. If reinforcements past your initial deployment are some kind of number counting up, and it's based on capture points and killing ships, and you've killed zero ships, and captured no points, you'll have minimal reinforcements, while the side that is already winning and killing ships gets even more backup to kill faster. It also means if you're completely losing, you might not even be able to reinforce with anything. So you're forced into a number of redeployments, potentially eating the victor's CR each time. Like, what happens when you're engaging multiple fleets for like 1000 DP total, and they only ever deploy 240 at a time? Are you always going to be at 0% CR on the final deployment for your high tech ships?
Or I'm perhaps misunderstanding your suggestion?
3) Some kind of AI logic which determines that it should give up and retreat sooner than it does now. Possibly based on ship positioning?
I will point out getting pushed to the top of the map is better for the AI than being completely surrounded in them middle of the map, as you can generally bring less of your fleet to bear. In those "meatgrinder" situations, half my fleet is usually sitting around doing nothing since it can't shoot through my allied ships.
What would trigger this decision to pull out early and try to re-engage? Certainly if its say 320 DP worth of ship in the enemy fleet, and it deployed 240 DP, did not reinforce with the 80 DP but rather ordered a retreat with 120 DP left on the field, that is a worse tactical situation as the retreating 120 DP is likely to be destroyed while trying to escape. Re-engaging with just the reserved 80 DP sounds like a poor choice, as opposed to trying to have the 80 DP and 120 DP on the field at the same time, meeting up as the front is pushed back and reinforcements move up. What is the 80 DP going to do that the 240 DP wasn't able to do, when both sides have refreshed PPT? Similarly, why is leaving the 120 DP to it's fate the better decision.
Is this mostly a suggestion of having the AI give up sooner? So most fights don't end in 100% enemy fleet destruction, but more like 75%? Although that could get really annoying with bounty fleets and having the bounty target running away half the time.
Although, I have been in really big multiple fleet fights that take multiple deployments, since the enemy doesn't actually send all it's reinforcements. Not quite sure what triggers it, but it's a lot higher than the 240 initial deployment limit.
Yup and in fact that's what you're going for, your ships just mulching through their fleet as you gradually head toward the top of the map.
So it seems like the meta for good battle strategy is to take out a bunch of ships early on (meaning good burst damage such as from missiles) while keeping your ships alive, while you're at a numerical disadvantage at the beginning of the fight. If your fleet can achieve that, then the fight becomes much easier once the enemy fleet is just gradually spawning in to replaces losses, and they're unable to form proper battle lines. Then it's smooth sailing from there.
And that is the problem. Its boring and tedious. Its just a grind at that point, neither demanding nor interesting.
The only other option I see is to have the enemy fleet with more DP run in fear of the smaller player fleet to regroup, which feels weird, and likely less effective overall for the AI fleet side. The only possible place where it makes sense to abandoned ships already in the battle space to their fate is when the fleet still has any many ships as it initially deployed in reserve, or the player's side has also taken significant losses, although at that point its not the meatgrinder situation we describe here. Which at end game only really happens when we're talking about 2 or more fleets working together. Or you're purposefully engaging significantly larger fleets with a smaller fleet (i.e. 200 DP with 50 DP) in the early or mid-game. So probably pretty rare to be honest, as it's mostly a challenge thing.