I have been thinking about the changes with CR, and the issues with harrying, speed de-buffs and all sorts of changes. I've come up with a solution to the issues with large fleets being to slow, the following post is fairly long but comprehensive to so that the game remains balanced - and with any hope makes it more exciting.
Similar threads have been discussed before and I've drawn a bit of inspiration from them to provide mechanics that are suitable for the star StarSector universe. What I would like to see introduced is 3 fleet formations that give strategic advantages and disadvantages. These formations only occur on the main map, but does affect combat and deployments, the details are as follows. Please forgive my bastardisation of Microsoft Word Art
Layered Defense (The Rock)• Mainly used to give time to slower logistics ships (superfrieghters, frieghters, tankers) or large and valuable ships to get away. Can also be used to catch up to burn level 1 enemies sooner, and force encounter on slower fleets to silly to get close enough. Useful when camping near jump points
• Self explanatory. Slower ships on the inside. Faster ships on the outside.
• As soon as enemy fleet is targeted and layered defense is initiated, immediate additional circles are shown around your fleet.
• When you or an enemy force encounter on enemy fleet in this formation. 30 second time begins. In the first 30 seconds burn level 7+ ships are available, in the next 30 seconds burn 4-6, next 30 seconds burn 1-3.
• If an enemy fleet attempts to harry you, or you harry an enemy fleet – only burn level 7+ ships will have their CR reduced
• When en enemy fleet forces an encounter on you, if you choose to disengage/flee only burn level 7+ ships are available for the encounter.
o If you lose the encounter, the remaining fleet will be ¼ to 1/3 of a screen further away from the enemy in the original intended direction. The assumption is that during the fight the remaining fleet got away. The ‘jump’ distance is determined by ‘Advanced tactics’ skill
o The AI supply fleets should use this ‘layered’ defense’ by default, when you force an encounter where they fleet the first time you will only face their burn level 7+ fighters/frigates. After it is resolved the AI supply fleet jumps ahead ¼ to 1/3 of a screen away as well.
o If you WIN the encounter, you receive the ‘jump’ ahead of the enemy and your fighters are maintained at your perimeter.
• Pros: Harassment has less effect on your fleet capability, your more valuable ships get to ‘jump’ away from a battle.
• Cons: Your ability to harass supply fleets is reduced (two way street :-D ), harder to reap fuel/supplies fleets (again :-D). You can still be attacked repeatedly if they catch up to you, peeling away your outer defensive ships – leaving you vulnerable, but possibly closer to a base/jump point.
Aggressive Posture (The Paper)• Allows some of fleet to catch up with enemies that are generally 2-3 burn levels faster when close enough, forcing an encounter sooner. Instead of the overly dull ‘are we there yet’
• After target enemy fleet is targeted, standard posture changes to aggressive posture with the tip of the triangle elongating further out over
• The speed of the slowest ship still determines the speed at the base of the triangle, the top of the triangle elongates out to contact the enemy fleet. There is a maximum length of the formation/triangle that is determined by Logistics and Advanced Tactics skill.
• After encounter is instigated only ships with burn of 7+ can be deployed initially. A 2 minute timer begins.
• After 2 minutes, then ships with burn level 4-6 are available for deployment
• After another 2 minutes, ships with burn level 1-4 are available for deployment.
• Pro: Allows you to catch up to medium/large size fleets that are slightly larger than you in more situations, maintain availability of ships for combat, but there is a waiting period
• Con: Still as slow as the slowest ship, you will likely need to wait for re-enforcements based upon the speed composition of your fleet.
Advanced Task Force (The Scissors)• Intended to allow a large fleet with some small/light/fast task force to catch up with fast/light enemies
• Effectively splits your fleet into 2 parts
• After you select this formation, you are prompted with a deployment screen. You select which ships to be used for the advanced task force. You cannot select any transport/carrier/freighter/tankers/battlecruisers
• You now have an advanced fleet that moves ahead of the rest of the supply/slow fleet. A line is drawn between the two fleets, the slow fleet will always try to catch up to the advanced fleet along the path between them.
• The maximum length of the line between your advance fleet is determined by Logistics/Advanced Tactics skills
• The advanced fleet’s CR slowly drains whilst away from the supply fleet.
• Whilst using the Advanced Task Force formation, you cannot manoeuvre through jump points
• If you run out of fuel whilst at warp, your fleet always reverts back to layered defense.
• When you encounter an enemy fleet with the advanced fleet, you can only engage with ships in the advanced fleet. You cannot ever use the slower/logistics fleet as re-enforcements.
• If you win against an enemy engagement, but there are more salvage supplies than you can carry, you are given the choice of ‘wait for fleet’. In this case your advanced fleet must remain statically fixed in space whilst the supply fleet catches up. This leaves you and your supply fleet vulnerable.
• Whilst your advanced fleet moves ahead of your supply fleet, your supply fleet is vulnerable if it is left with no large ships or defences. A near by enemy fleet may choose to change from a defensive to aggressive formation and quickly catch up to your supply fleet etc.
• Pro: Excellent at catching up to enemy fleets to engage them
• Cons: Cannot jump, advance fleet CR goes down and does not replenish, supply ships can be vulnerable.
Ok I think covers the basic concept, it would make the game more dynamic with more scenarios and make battles more interesting. The fleet mechanics would only kick in when your fleet is large enough, in a campaign it may only be unlocked when you have enough points in the leadership skills. The dynamics of the new gameplay element has enough variables in it to make it easily balanced so no one particular formation type has more of an advantage over the other. I had thought that the timer on the layered defence fleet may be to high, and I can't give any definitive lengths of the fleets as I am unable to program it into the game.
Comments are welcome, good? bad? too complicated? an exciting change?