Appreciate the advice for practicing in the sim and perfecting loadouts, so maybe you can help me understand something. As much as I want to perfect my fleet composition, loadouts, tactics, etc - my experience with the game so far is that optimizing doesn't matter that much, if you bring a bigger fleet than the enemy, you win. If their fleet is bigger, you run. There is little incentive (unfortunately) to have a close battle with an evenly matched fleet, since even if you win you'll likely take expensive losses. It's not like you get a much bigger reward for fighting a tough battle. It seems highly optimized fleets and tactics only become important in a close fight where you need the edge.
As much as I want to perfect my fleet composition, loadouts, tactics, etc - my experience with the game so far is that optimizing doesn't matter that much, if you bring a bigger fleet than the enemy, you win. If their fleet is bigger, you run.
... seems highly optimized fleets and tactics only become important in a close fight where you need the edge.
You're somewhat underestimating how much smart ship builds matter. Even a small advantage in ship power between two evenly matched fleets can result in a snowball victory - for example, a 6v6 and one of your ships kills an opponent (now it's a 6v5, with two ships able to freely attack one enemy and that pressured ship will die fast) and you can do much more than gain "small" advantages. It's quite possible to score breathtaking victories against fleets 2x, 3x (or more!) yours with good loadouts - and with intelligent commands, even more.
One of the little things that keeps Starsector's difficulty bearable for new players is that the AI factions don't perfectly optimise their builds - strip out the bs like Reinforced Bulkheads and Blast Doors, max out Vents on any normal ship that gets into extended gunfights (that's most of them), put Capacitors on phase ships (and sometimes SO ships), try to match weapon ranges to within 50-100 range of each other for most reasonable Officer and ship build combinations, put the great mods like Expanded Deck Crews on carriers and Hardened Shields + Integrated Targeting Unit on most warships, and don't necessarily fill *all* of your gun slots but almost always fill all of your missile slots! This is what very broadly works the best for most AI-piloted ships.
There is little incentive (unfortunately) to have a close battle with an evenly matched fleet, since even if you win you'll likely take expensive losses. It's not like you get a much bigger reward for fighting a tough battle. It seems highly optimized fleets and tactics only become important in a close fight where you need the edge.
You do get more exp, which means you can level up new Officers faster and gain more story points - though I'm not sure if that's vanilla behaviour or not. You can also gain flawless victories over fleets much larger than yours (especially if your individual ships are very strong for their DP cost, or you have a strong flagship) and these can be very rewarding in terms of loot compared to the Supplies you spend. If your builds are strong enough, you can massively lengthen the time you spend away from the Core Worlds by gaining more Supplies from fights than you spend, allowing you to chain fights to stay out in the field for months (or even cycles!) at a time.
There are several fights even in the Vanilla game where if you don't have a fleet optimised well enough to steamroll most of the game, you will instead be flattened. Full [REDACTED] fleets (especially the big one that has a phase skimmer), [SUPER-REDACTED], the very musical phase ship, and a certain fleet with lots of phase ships that shows up in the story when you start asking too many questions - these are all very dangerous.
Going beyond Vanilla, into mods used so often I consider them part of the core experience:
- Nexerelin (a mod so commonly used it's almost considered part of the core gameplay experience) rewards you with +reputation with multiple factions when you win "impressive victories". A combat-oriented player can thus build rapport with almost everyone they're not actively at war against. Nexerelin also puts in huge bounty hunter fleets that chase you when you blow up too many faction fleets or raid them too often, and even though those ships are usually quite "normal" there is a lot of them and they're very hard fights.
- Commissioned Crews is a lovely mod that gives all ships in the world (including NPC fleets) randomised stat bonuses and penalties based on their "reputation" that shifts and grows over time. A Loyalty attribute is also added - ships that win more fights and kill more enemies eventually become Fiercely Loyal to their captains (loyalty boosts the positive stats, suppresses the negative ones and keeps your ships fighting longer) and more quickly gain Fame (which unlocks new stats and boosts existing ones).
- Ruthless Sector penalises your exp gains when fighting fleets much smaller and weaker than your own. To level up in any reasonable timeframe, you need to find real fights.
- Vayra's Sector IBB bounties are often very tough fights. They like to use S-mods too, and that's just the start.