I like the idea, although I'm not sure on your numbers. Seems to me I already build capital ships that easily come in at 4-5k bc. I can't remember the base cost of the hull... but you are suggesting pushing the cost of those super ships to what? 8k?
Maybe. I really liked the DA addition of making the larger hull sizes a "big deal" to quote Frogboy by making them bigger in just about every way. Fewer capital ships... but still HAVING capital ships would be a great feel. Currently there is no reason to do that.
But larger hulls are definately already _not_ cost effective.
I think you are really wrong here. Losing a fully kitted out fleet always hurts, but that doesn't mean those huge hull babies aren't worth their weight in bc.
The difference between swarms of tiny/small/medium fighters and using huge hulls can be vast, and this is for several reasons. First, smaller fighters (except for the arceans) are all but guaranteed to take attrition. If played right, huge hulls almost never actually get destroyed. When they never die, their cost effectiveness vs. smaller types becomes a huge advantage. Any hull type can, in TA, get fleet values of over 5000 before considering any military starbases. I'll talk more about fighting at very large combat values in a bit...
But there are more advantages to the single huge ships than the fleets. There is less micromanagement - you are just dealing with less ships. A fully kitted huge hull is a threat to destroy almost ANY
fleet, the only thing which can go toe to toe with a full offense huge hull is a mostly defense huge hull. Bonus effects end up having more of an effect on huge hulls due to truncation. For instance, a +15% HP bonus to a small fighter (base 16 HP) is actually only 2 HP... or 12.5%, where as a Huge hull benefits from the full 15% bonus. Also, fleets of mediums or smalls can never become the invincible "1 HP" monsters where you just kill ship after ship because you have the higher attack value. In these cases, not only do huge hulls not get destroyed, they don't even take damage. Now, its kind of an exploit of the tie rule (another discussion) and its only possible with huge hulls late game....
But the point is the advantages of larger hull sizes snowball into making them the best if you can build them.
As for dealing with super-high attack fleets, there is a pretty simple strategy for minimizing your losses by choosing which matchups you fight tactically. Against a FLEET with a large attack value, you want to send in a single kamikaze all-attack huge hull. You only lose one ship, and you will knock out the majority of the fleet. If you are facing a single all-attack huge hull, you want to send a FLEET of mostly defense huge hulls. These will take down that single juggernaught while taking little to no damage. Against a fleet of mostly defense huge hulls, you want to send a super-high attack fleet, which will then suffer few losses. And so the rock-paper-scissors of fleet composition is complete.
But against a high attack fleet of smaller fighters? Send in a single Kamikaze huge hull to blow most of them away, losing only himself... and then follow up with a high defense huge hull fleet and the fighters will do nothing. If the fighters attack is small enough your kamikaze huge has a shot of winning the first assault outright through the tie rule - and then no attrition - and hence more cost efficient.
The name of the game is attrition. Ideally I like to play through entire games without losing a single combat ship. That is mostly do-able with the large hull sizes. You can do it with smaller ships ONLY with the Arceans, due to Super Warrior.
Its rough, because it wasn't going to be an AAR, but if you want to read how I played a game without losing any battle ships, read my recent AAR:
My Greatest Comeback Win Ever!To read a game where I first analyzed the current DA battle system (it went through some early tweaks) read:
Combat BalanceFor an insight on one method to tackle the game economically, read:
Altarian Rebillion AAR@ Starstriker - I know we've talked about this new battle system in different threads for at least a year now. I think increasing the cost of huge hulls, but otherwise leaving them the same (I'd actually INCREASE their logistics cost myself, rather than your suggestion of possibly decreasing logistics) is one of the better, easy to implement solutions I've seen to the lack of late game fighters. You don't want fighters to be the clear choice, because then there is no reason to go through all of the research up to huge hulls. You don't want the galaxy to only be capital ships late game though... and the reason it
wouldn't happen is late game upkeep. It would still be do-able to go all capital ships, it would just be more of a strain on your economy.
So, I guess I vote for your idea, generally speaking. Still not sure on your numbers.
~ Wyndstar