No Story Points, No Bonus Exp, Fleet isn't finished, Officers aren't finished. I've continued to run into this issue across multiple playthroughs. It took me a fair bit of reflection but I think I finally understand why this occurs now.
There are two main categories that cause this:
1. SP SinksAn SP Sink is anything that doesn't return 100% bonus Exp. Another term for this is that the SP is
sunken cost, or SP spent without gaining any (or only gaining partial) bonus exp. This isn't all inclusive, just some examples:
- Officers - Adding and Changing Elite Skills
- Mercenaries - Contract Renewal
- Character Re-specs - Elites, Initiating a re-spec
- S-Modding Ships
- Difficult Recovery of Ships/Salvaging
- Quests/Missions
- Colony Upgrades
The biggest SP sinks (excluding Colony upgrades) are:
OfficersEvery SP spent on Elite skills is sunken cost. Each officer wants 3 SP minimum, only one of which is returned at 100%. The others are sunken cost.
Character Re-SpecsNo choices yield bonus exp and if speccing out of a flagship tree, those SP are sunken cost even after the skill is reclaimed.
S-Modding ShipsShips yield bonus exp when s-modding them at varying rates. They yield the remaining bonus exp when scuttled, totaling to 100%.
- Class: Bonus% / Scuttle%
- Capitals: 0% / 100%
- Cruisers: 25% / 75%
- Destroyers: 50% / 50%
- Frigates: 75% / 25%
This bonus yield is actually a main source of the problem and there's a rather substantial disparity in SP consumption when factoring in DP.
Consider 40 DP worth of ships, when looked at by class:
With this in mind, lets look at it if we scale everything to 240 DP:
This is an extreme example, but even so, it's very apparent that SP bonus exp favor Capital heavy fleets, even though they yield 0% bonus exp, because we gain more value per DP by fielding and outfitting less ships. This is pretty straightforward.
2. PlaystyleBotB + Cyber AugThis skill path makes the "No SP, No Bonus Exp" scenario more likely. It adds +1 Elite to officers and +1 s-mod to every ship.
The player is granted roughly 60 SP to start via leveling + Story rewards.
BotB + Cyber Aug requires to complete:
- Ships (3x15) = 45
- Officers (8x4) (mentored) = 32
- Total: 77 SP to finish
Of this, for ships, in this balanced fleet concept example, 26.25 SP are sunken cost For officers, 24 are sunken cost. So that is a sunken cost of 50.25 SP. This is a pretty thin margin of error if the player is indecisive, before running out of bonus exp.
Balanced fleet vs Capital heavyPlayers running a doctrine that isn't Capital heavy are going to suffer more SP sunken cost. As someone who loves cruiser and destroyer heavy fleets, it wasn't obvious until I looked at the numbers.
Some opinions and thoughts:I think giving the player more bonus exp options could make this system a lot easier for an indecisive player. It might be worth evaluating if the disparity in hullsize bonus exp returns could be improved. I'm not sure if this is intended or not but the current implementation seems a little out of sync with the idea that bigger ship = bigger investment. I do realize that 1:1 is not something that's desired and I'm not a proponent for that. However, changes also don't have to cost as much time as they currently do. (That's a whole other sea of math) Every change the player makes to the skill tree is sunken cost SP. Even a snippet of one time bonus exp would help a lot.
For those people who would say: "Make better choices, don't waste SP, have a good plan." I would challenge them to try and remember being a newer player and wanting to experiment with things and still trying to learn how stuff worked. My early plays definitely slapped s-mods on random stuff, tried ship designs that didn't work, got stuck, sought help, made changes. I was also confused (even until just recently) when I ran out of SP. Restarting the game seemed unfathomable to me due to the time I spent on colonies/exploration/etc. I still don't think that's a good option. Nor did I want to just use some mods to experiment. I just wanted to play the base game. The second I use the command line mod my playthrough feels cheapened.
In the case of scuttling, I think this is an undesirable way to get bonus exp back. This means either sacrificing something up front and losing what I already have, or sacrificing it when I'm finished making the changes. I would prefer to use my ships to gain exp back faster rather than destroy them entirely before making fleet changes. It's also not available to me at all if I want to keep the ship.
I know a common rebuttal to bringing up issues with the cost of Cyber Augmentation + BotB is "You don't need that to complete the game." This is not really a good rebuttal. The reason is: the game offers the player those skills. It's a very good synergy, it's only natural for the player to want to finish out their officers and ships because the player went to 5 on both skill trees. I bring up this cost because I think it can be less painful to finish than this currently is. This is of course a subjective value as to what is "painful" to finish.
Overall, I hope this post is beneficial to people and might explain why some people run out of SP and Bonus Exp and others never have that issue at all. Special thanks to SCC for listening to me ramble and helping me sort out the math.
[edit: resized the spreadsheet images]