I would like to suggest a supply/logistics mechanic from a space empire game I played long ago. The concept went like this:
- Ships each have a fixed "supply" amount based on hull size. This can be enhanced with additional "supply" modules in lieu of fitting other components.
- All ships in a given fleet pool their supply before and after battles but not during battles; non-fleet ships never share supply.
- Movement depletes supply, albeit by a small amount; ships without supply may still move but at a greatly reduced rate (say, 25% normal speed) and could perhaps be incapable of hyperlane transit (thus stranding a fleet that is unfortunate enough to run out of supply but not leaving them completely immobile within a system). Or, if hyperlane transit is not disabled, it at least takes much longer to charge.
- Weapons fire depletes supply but at a much faster rate. Energy weapons fire uses the least supply, followed by kinetic, and explosive weapons use a very large amount of supply. There would be a "reserve" cutoff (say, 5% of total capacity) to leave something left over for movement (i.e. "fuel") but a ship would be unable to fire any weapon that would deplete supply below that value. Ships unable to fire due to low supply would retreat out of weapons range but no further.
- Total supply would be sized such that a given fleet could fight at most one or two full-scale engagements against similarly-sized fleets before exhausting supply (assuming no resupply is available). Again, this mirrors the weapons expenditures you would expect in real-world battles.
The above concept satisfies a number of goals without being overly complex:
- Smaller ships like missile frigates can fire volleys but can now run out of ammo, leaving a small reserve behind for mobility, energy weapons, or PD for example but being unable to continue firing missiles/torps. This would realistically model how an actual missile frigate would behave.
- Larger ships would have much more staying power (due to larger supply) and would be valuable for fleet resupply post-battle. They conversely become bigger targets for the same reason.
- Fighters/bombers would have very limited supply and would return to the carrier to resupply (and slowly depleting the carrier's supply, which could be offset somewhat by having hangar modules come with extra supply capacity).
- It puts a bit of strategy into weapons selection beyond the current rock/paper/scissors model. Spamming missiles/torps must be balanced with supply, whereas going all energy makes supply less of a concern and kinetic falling in the middle.
- Stuck in enemy territory and low on supply? Sacrifice some ships by decommissioning them. Any supply present in the discarded ships is transferred to the remaining fleet, allowing them to escape an otherwise hopeless situation but leaving your navy overall in poorer shape.
Beyond the immediate effects on ships, there could be the following supply mechanics to simulate logistics:
- Ships in friendly systems get automatically resupplied at a moderate fixed value over time to max values, giving a home-ground advantage when fighting. Resupply rates could also be dependent on the number of colonized worlds in a given system, making systems with more colonies more valuable for defense and capture. Or the relative size of colonies. Or both.
- Building supply-oriented planetary buildings or starbase modules can increase the above fixed value to decrease resupply times and/or increase the max size of of fleet that can be reasonably supported in a given system.
- Ships outside friendly systems get reduced supply if in non-friendly territory, with the reduction being scaled based on how far away they are so long as the fleet has an unobstructed path back to a friendly system. For example, a fleet one jump away from from a friendly system might have its resupply rate reduced by 25%, two jumps 50%, and so forth. Beyond three jumps they receive no resupply at all.
- Ships with no direct path to a friendly system receive no resupply at all regardless of distance from friendly territory.
- To buff starbases a bit they could get immediate and infinite resupply, giving them an advantage in longer battles but not making them so OP they become a hindrance to gameplay.
- Fleets docked at a starbase can share supply while docked, giving you a way to resupply a stranded fleet without juggling ships back and forth between fleets or if you're unable to add ships to a stranded fleet due to max fleet size.
It also offers enhanced strategies which mirror real-world "live off the land" campaigns. Conquering planets can now feature capturing supplies, useful to extend a raiding fleet's operational range. Sherman used this "live off the land" strategy during the his campaign through Georgia and the usefulness of it is apparent. As an additional strategic option, you can tie the amount of captured supply to planetary devastation, making capturing planets intact more rewarding from a supply standpoint but more difficult from a combat and time consumed standpoint. Beyond just capturing supplies, capturing planets now becomes a necessity if you wish to engage in extended combat in foreign territory, both for the immediate one-time benefits of captured supply and also for the ongoing benefits of having a source of fresh resupply. Planetary devastation could also reduce resupply rates until the planet recovers.
While it's possible I haven't thought through all the ramifications of this, I think this idea adds a lot of new situations and strategy for very little effort and complication. Doomstacks become difficult to maintain if they become too large for a system to reliably supply. Deep penetration raids become more difficult and riskier; difficult because extended engagements will leave you with no bullets, riskier because if your supply lines are cut you may be unable to fight your way out. The concept of making "supply ships" also becomes a thing where you may choose to make a ship type focused solely on supply capacity (minimizing or excluding weapons and other components) so your fighting ships don't have to but opening up a weakness if such ships are destroyed while far from friendly territory. It offers the potential of sending a relief force of supply-heavy ships to a besieged fleet to save the day. Even the tech tree could benefit with higher propulsion tech reducing supply consumed by movement, or late-game ship tech that generates supply (at a low rate) automatically...assuming you want to dedicate hull slots for it
. Edicts like "Empire Logistics System" could extend the range of resupply in enemy territory, or increase resupply rates, or perhaps both. Certain empire types could have innately better (or worse) logistics, impacting resupply rates and distances. Exceeding your fleet cap/admin cap could negatively affect resupply rates empire-wide. You get the idea.
This one concept could quickly add depth to an otherwise stale tactical and strategic model, and all it requires is adding one attribute -- supply -- to ships/fleets/planets. I'm curious what others may think so please weigh in.
EDIT: I realized I didn't adequately define what constitutes an "unobstructed path to friendly system". What I mean is a path must be present from the fleet to a friendly system that consists of captured starbases and is free of any enemy vessels. Troop transports and civilian vessels would not count, nor would unoccupied planets. In the case where there may be multiple paths to friendly systems, resupply rates would be calculated on the path that gives the highest rate of resupply. This opens up the idea of "sitting on your enemy's supply line" to slow, stop, or even reverse their attack momentum. Even an inferior force could cause an invader to pause in such a situation, giving the "little guy" a way to harry a superior attacker. An attacker could ignore this -- at least temporarily -- if they have adequate supply. Or they could detach small groups to "guard the supply lines" with the tradeoff being diminished fleet capacity the longer your supply chain gets. This is the kind of stuff real-world militaries have to consider on campaigns and it adds considerable strategic complexity.