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BlueO
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Are there going to be a limit on fleet size in moo3? I've always hated having to put all ships into a single fleet. Kinda unrealistic and makes the strategy part boring as well.
I mean, during ww2, the Japanese and the United States didn't put all their ships into one fleet and have only one decisvie battle. Star trek didn't have one huge armada running throughout the galaxy doing the things they do.
I think, a huge fleet needs to have flaws. Communication, personnels, fuel, supplies, and maintence all play a part. Having all the ships you possess in one fleet, means all of its needs are never going to be meant. So a huge fleet, should have minimal effectiveness. They travel slower and fights weaker than a smaller fleet with optimal effectiveness. A huge fleet is still very strong, but during battles they are going to suffer a lot more casualties and be much harder to control.
Fleets size should be controlled by ship component (comm hardwares), leaders, racial attributes, and military infrastructures. So some races are naturally be better with huge fleets, and other better at smaller fleets for hit-and-run battles.
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BlueO
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Hmm, I maybe confusing in what wrote earlier. To clarify a little, what I mean is that, I think for any particular stack in the game, there ought to be an effectiveness rating for that stack. So if I park 2,000 battleships on my homeplanet, and the planet can only handle 200 battleships, then each individual ship will have reduced effectiveness. Think of it as a corruption model. Every ship that gets added to the stack, some of the power of the ships get lost. Their weapons do lower damage. Shield absorbs less damage. Each ship will have lower hitpoints. And they move slower. This is the result of the inability to satisfy the need of every ship, with so many around. Bigger ships needs more service. Ideally, the player may want to spread out the ships so that they may be serviced easily. But spreading out ships have its drawbacks, just as concentrating all of the ships have its drawbacks. Hence, this is where 'strategy' comes into play.
I don't know if other people like this, but I do. I think it makes sense, and keeps players from forming one giant super fleet to swoop the universe. Players have to decide on how many ships to put into one stack...because without some disadvantage, putting all the ships you have, will always be the best bet.
This brings into another point, if the player builds an oversized armada to invade a neighbor, as soon as the armada leaves the supporting planet, the armada will slowly reduce its effectiveness overtime. So soon or later, the player will have to break up the armada and scatter them out to optimize size or return home to resupply. This prevents the player (me!) from building one super-sized stack and sweeping the universe!
I also noticed the ai will also build supersized stacks, forcing me to intercept it with my supersized stack. Fate of the whole game are often determined by these supersized stack battles. Winner takes all. I guess I am tired of that.. I'm also tired of taking my super stack and sweeping the universe without any losses because there's no way a lesser fleet can even take out one vessel. So after the 2 or 3 super battles, game is over. Leaving me to clean up the 100+ planets from various ai empires that is basically incapable of building a new fleet to withstand my super stack. But by building the corruption model into stacks, all of sudden, my super stack isn't so super anymore. The more ships I put into it, the more losses I'll take because each individual ship will be serverly weakened due to lack of enough service. So after taking maybe 2 or 3 systems, my armada will naturally run out of steam, forcing me to regroup and allowing the ai to build up a new defense. Likewise, if the ai super stack attacks me and I lose, I'll have a second chance of defense, after the ai runs out if its steam. I like this idea much better; there's going to be a lot of give and take, attacks and counterattacks, hit and runs, surgerical strikes, alliances and betrayls! Why, this might even make it advantageous to split your entire fleet into different optimal stacks and strike into enemy territory all accross the border! So many many possibilities...
Shrug, argue on!
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Mellian
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Lower hitpoints? Lower Shields? what??? Since when does ships run by fuel? else, they should be able to have full shields and full hitpoints..... your assuming that ships won't be very efficient.... if they are not, then they are Short Range ships with a lot of problems.....
Only way I can see a Super Fleet have problems is that, if they strick close to each other, there won't be much room for maneuverability.... but since Space is very large, they can simply spread.....
Also, didn't they say that space Combat in Moo3 will be Real Time? If so, all ships will be able to fire at each other at the same time, not take turns..... which is why Super Fleets in Moo2 and so on rules.... especially when your the attacker. Destroy the enemy fleet before they got a chance to fire back.... if they do, then you have enough ships that loosing a few shouldn't matter. I don't see that happening in a Real Time space battlefield....especially if the Battlefield is quite large.
I like the idea of Logistics and Supplies, but i suggest not to go overboard with that....
Why not add Tankers, Supply Ships and Repair Ships (won't be effective to repair major/critical damages, but minor ones they should be able too...and simply put bandades atleast to prevent bleeding you can say)? That way, you can send your fleet twice as further, but end up being stranded there afterwards of course.... so that is when you send the supply ships, tankers, and etc.... as they don't get intercepted and so on.
-LMP
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BlueO
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Pax Imperia, Imperium Galatcium, and botf all have real-time combat. Botf uses a semi-turnbase-real-time weirdo system, but ships still fire at each other at the same time. The super battles are usually decided by the first few volleys. After that, the winner will pretty much stop taking losses, so the winner emerges victorious with many ships left.
Anyways, lower hitpoints, lower shields, weapons, etc, is the result of lower effectiveness. Lower effectiveness is the result of many factors that arises in oversized fleets (super fleets are oversized fleets, if that part isn't clear). First, there's the lack of maintence, which means broken down systems aren't been fixed. Personnels aren't been replaced. Cranky crew starting to throw fistfights due to lack of shore leaves. Whatever fuel cells they use for travel, aren't being replenished fully. Hull integrity isn't been regularly checked. During battles, overworked commnication network adds to the general confusion and chaos, all resulting in a lower effectiveness rating. Lower effectiveness rating means everything in the fleet work less effectively, hence, ships get more easily blown apart and do less damage against an optimal fleet without all those problems. In the end, an oversized fleet will take more losses than it would normally call for without the 'effectiveness rating system'.
I say, nerf the super fleets! Nerf nerf nerf! 
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Kc7mxo
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Kansas City, Kansas
Jan 1970 time: 21:17
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I'm tired of massive fleets of ships, and empires that stroll across the galaxy like giants. They're great fun, but after a while . .. .
What I'd like to see is a game that takes it to a smaller perspective, a dozen star systems or so, but at a much smaller scale. Capital ships would be massivly important ships in fleets made up mostly of escorts and cruisers.
i don't know, i just don't like how in moo3 we'll be ruling the ENTIRE galaxy, an area of space which contains trillions of stars. Even if the game only does have 256 (Only 256, heh) stars. I'd much prefer to be ruling a random cluster of stars, rather than a spiral galaxy, but if its a good game, i won't really mind.
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BlueO
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Shrug, micromanagement never really became part of the problem because after midgame, I'll have made my one stack of fleet and defeated the ai's stacks of fleets. After that, my core planets have all the buildings they need, I can just have them idle using only one or two planets to continuously make ships. My fringe planets can idle all they want, because by the time they become productive, they won't be needed anyways. The tedious part, and I mean very very tedious, is taking my stack of ships, sometimes I use two or three, to systematically going after each and every enemy planet, destroying its massive defenses, and conquer it. This is usually where I get bored after the game (after my second or third run at the game).
I always wished, either the game give me a means to end the game quickly, or have some kind of lategame doomsday scenario where my huge stacks of ships can come into play. Moo2 had the Anatarians which is cool, but by the time I researched all the tech I need to open a gate into Anatarian homeworld, my huge stack of ships always became an overkill against the pitiful little Antarians...
I guess I'm the only one who gets bored after eliminating all of the ai's fleets. The game should either end right there, or something...
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