Suggestion for fleet supply economics change

When you buy and research a new level of fleet supply, you get a new chunk of fleet supply added to your total.   However as soon as the research is finished, you are charged the full amount of credits, metal and crystal for the new fleet upkeep level, even though you haven't built any new ships yet that actually need upkeep.   I don't think this makes sense.
 
I think this should be changed so that the fleet upkeep charges correlate to the actual ships in existance.   That way you don't have an economic penalty for maintaining ships that don't exist.
The researched upgrades to total fleet capacity would still apply, but as you take battle losses that maybe you can't replace at the same rate, your economy would actually speed up rather than be stuck at whatever fixed percentage that is determined by your fleet capacity.

While there may be a way now to reduce your fleet capacity to give your economy a boost if you get into trouble, have excess fleet capacity and can only build fast enough to maintain a lower level fleet size anyway, I don't know what it is.    But the above would be a better gameplay system anyway, IMHO.
3,116 views 4 replies
Reply #1 Top
It's that way so that people don't just rush the upgrades, and actually have to consider whether it's a good idea or not.
Reply #2 Top
Well if you think about the names of each of the levels you aren't researching for more ships, you are researching better communication networks, more complex supply lines, and other stuff that would require constant upkeep to continue running and allow you to maintain the new fleet size, ships or no ships. You aren't being charged for the ships, you are being charged to keep the logistics centers running so you can keep that level of fleet organization.

So even if no new ships are constructed, the personnel at those logistics stations must keep everything prepared for when you do have the new ships rolling in.
Reply #3 Top
It's that way so that people don't just rush the upgrades, and actually have to consider whether it's a good idea or not.
End of quote


And also so that people don't treat their ships as throwaway units as is the case in pretty much every other RTS, where they die and you just shrug it off and rebuild your entire army in a few minutes.

Sins is designed for you to treat your fleets in a meaningful manner, and if you're careless and get it utterly obliterated you can't rebuild it as if nothing happened.
Reply #4 Top
every other RTS, where they die and you just shrug it off and rebuild your entire army in a few minutes.
End of quote


Unless of course you own three quarters of the map, have a half-million credits to spend, and a front-line gravity-well completely stocked with shipyards...

Once I had this situation on a huge map, and the enemy insisted on a full assault on one of my core worlds, with my big fleet at the other end of the galaxy... (and none of the wormholes would have helped)... ...It was quicker to scrap half my fleet and build a new strike fleet closer to the action!!!

(of course, this is the ONLY time this actually works!!!) :CONGRAT: