Is the Derelict Empire mode working now? It's been a little bit since I played and I recall it being non-functional at the time
Last time I tried it in 0.95 and 0.95.1 it seemed to work.
E:
Yeah, the number of fleets a faction can throw out gets rather excessive at times.
- Part of the reason NPC fleets are so bloated is so they can compete with the OP player (however, just constantly larger fleets is a pretty bad way to do it and I'd like to use other methods more... maybe I'll make a Suggestions thread on this later)
Some Nex-specific fleet events (invasions, raids, and sat bombs) are already limited by the faction's industrial production, although in the case of the Hegemony this is going to be a lot anyway. I've got plans for a more generalized system that would be used by more fleet types (special task groups and vengeance fleets come to mind); think I'll find the time to do some work on that.
I am pretty sure I've seen 7 fleets up from then single planet (size6 or 7, probably HQ+Orbital Works?) factions in
[email protected] (not like I remember my settings), but I don't have a problem with that since the player should be able to handle it. Far from it, I am fine with almost everything that makes my enemies stronger, but yes, ultra big fleet sizes and multiple fleets at once can sometimes be somewhat annoying.
Obviously not good against the player fleet but how about something which softens up the players planets?: "Accidents" on the highest HQ of the target faction/player in the system and some other "accidents" on the target planet before the enemy fleets arrive? Maybe crucial shortages suddenly happen for reasons, who knows?
Anti player fleets with S mods (potentially loooots of S-mods, disregarding the limited amount of S-Mods) without junk ships, better yet with good ships, with lots of officers, fleet wide player skills and maybe with the ability to spawn flanking frigates from the left and right sides of the map (that one could have the fleets contain additional frigates). Well, some other mods/bounties already do this in parts I guess, also your vengeance fleets.
#DestroyPlayersOnTheField
E2: What if fleet info on some sneaky fleets reveals only some ships and the rest if the actual fight
suddenly happens? Mmmm.
Best would be a god like tactical and ship AI and lots of well setup'd ships and a big brain campain layer AI and...E3: I am going OT again I guess... #DestroyThePlayer(fleet)
What if there was a more precise way to track the power level of the player fleet? Maybe enemy fleets could "drag their own relays" into battle (lore wise they'd have stocked some kind of Domain relays and the player doesn't have that) to make the fights a bit harder...
E4: Back to Invasions: Wait, we can see the estimated fleet strength of the system, mmmm. I don't know, I like it when huge fleets are sent to crush me or to conquer my stuff, but it's such a waste if fleets get sent to one of my entrenched systems. Scaling everything down would give the player a better opportunity to fight invasions personally since the relative sizes would change, but ehh.
>maybe I'll make a Suggestions thread on this later
Could you please link it here if you do? Maaan, I actually think the large fleets are somewhat fine and I cannot think of anything but 1d3, 1d5 trigger sabotage on invasion which is kindaaaa meh.
(You could do a strawpoll or Discord voting I guess? Does the forum have a vote function?)
Fleets a la mercs (also Indies, pirates etc.) could spawn to bind some fleets without actually fighting (pseudo fighting by locking the fleets without causalities on both sides), would potentially allow to lower the invasion fleet size, maybe defense rating adjustments (for the player only?). The def rating players can reach is absurd.
E55: Fleets being less bunched up and spawning a dedicated bombardment fleet which is crucial to soften up the defenses, if that one is taken out, the invasion will have a tough time, now with reduced amounts of fleets and without them being all on top of each other, if the bombardment fleet goes "missing"... Mmmm.
Invasion fleets could spawn in 3 phases: Space domination fleet, bombarding fleet with escort/s, landing/drop ship fleet with escort/s... Mmm. Meh. Maybe all fleet sizes have to be adjusted, but I like my over the top stuff.
What if an invasion generates 3 invasion msges (against the player/player alliance) but 2 are false, just bait? Could force the player to spread resources and lower the invasion fleet size overall. Invasion fleet size could also be "false".
E66: (Outmatched) fleets could instead blockade the system while outside in hyperspace, most outside goods go "missing", a second fleet after x months reliefs the fleet and actually invades, could work with much lower amounts of fleets/fleet size I think?