@ Kai Allard:
Here's what i do on my vs 9 AI game. I suppose you can force the enemy to flee. I tend to do an counter-attack right after that and cripple them even more (drive them even futher away). If done really quick you could bombard their planet too, that is if your planetary defenses can defend alone for a while, risky tactic but worth it. They wont be back for a while giving you some time to build a secondary fleet at your main planet. "Cat & Mouse" tactic the AI uses is it's greatest weakness.
edit: oh and before you charge in for the counter-attack save up so you can quickly start producing ships & replacing losses.
This is exactly what I am doing in a 1 vs. 1
Problems are:
1) As I said, I have secured my own star system. This means, the enemy fleet is not retreating to an enemy planet, but to the star of my system.
2) To get at one of the AIs, I have to move a strong fleet to another system. If I do this, I probably won´t be able to hold my own planets against the
other AIs.
3) Saving up to rebuild, would be
very hard. With only 9 grav wells per system (and thus only 9 planets/asteroids under my control), resources are not realy aplenty. If I want to stockpile enough to build, say 4 capitals and 30 or 40 frigates, I would have to sit around at least 30 minutes doing nothing (no research whatsoever too), which would enable the AI to outproduce (raise cap/shiplimits) and crush me.
4) Even so, it *might* work against the AI (if they keep sending their medium sized fleets at my max defended planets). But I have experienced in my smaller games AI fleets going into hundreds of ships. There is no way in hell, what will be left at home could cope with an attackfleet even half that size.
And against human opponents (not that I have played a multi yet) it would spell doom.
In the stalemate situation I described above, loosing a large part of my fleet would mean defeat, plain and simple. I´m pretty much in a situation as the german High Seas Fleet in WWI. Too valuable to risk loosing it
As suggested somewhere above, making the cap/ship limit a hard number might not be the best way to do it.
How about this:
Without any further research/developement you get:
0.3 capships per colonized planet
0.1 capships per colonized asteroid
The sum is always rounded up
30 ship points per colonized planet
10 ship points per colonized asteroid
The Homeworld gets a 70 point bonus to ship points.
Reserach/developement increses the basic values much the same way as it does the fixed number now.
I haven´t thought a whole lot about the numbers, but wanted to keep the "1 cap, 100 ship points" at the start of a game, and imagined, if I control 10 planets, I should be able to field at least 3 capital warships even without research.
Ship points might be a bit much. On the other hand. This would mean a fully colonized planet (like earth) could support a whooping 6 Cobalt class frigates. That doesn´t sound as too much.
Perhaps modify the numbers for the type of the planet (terran get full value, desert and arctic 2/3 and volcanic half that.
Also, how about removing the fixed amount of upkeep/support for the fleet (spending 75% of my income on fleet upkeep, even my fleet just got crushed and there are only a handfull of frigates left
is kind of stupid)?
How about giving each ship an upkeep cost? Thinking of this, you could do away with the ship points all together, as a small empire couldn´t afford a large fleet anyway.
Yes, I know this isn´t original and was in quite a few games allready. IMO, it worked quite well there, so why fix it if it aint broken?