Imagine, that energy inside ship reactors is taken from surrounding space/local star. That means every star system has its own limit of energy avalible to drain buy your fleet. Every ship has its own consuption need (depending on ship class and weapon set). So, total energy fleet consume = sum of all ships energy consumption in this fleet. If fleet consumption is highter then system energy limit = fleet gain penalties for speed, shields regeneration and firerate. Penalties level depends on (system energy limit - fleet consumption) number. Highter number - greater penalties.
It is simple obvious suply system, similar to EU4 (star system= province). Implementation of such system will solve "doomstack" problem for late game, @Wiz is trying to solve.
You can build as big fleet as you want, but whats the point, if you can not move it deep inside enemy territory? ( it will be beated by smaller fleet which is not suffer for suply penalties). You will plan your expansion carefully, deviding big fleet on number of smaller fleets for movement, and will gather them together to take a fight in apropriate, big enough star system. Just like real army managment in Napoleonic era...
It is simple obvious suply system, similar to EU4 (star system= province). Implementation of such system will solve "doomstack" problem for late game, @Wiz is trying to solve.
You can build as big fleet as you want, but whats the point, if you can not move it deep inside enemy territory? ( it will be beated by smaller fleet which is not suffer for suply penalties). You will plan your expansion carefully, deviding big fleet on number of smaller fleets for movement, and will gather them together to take a fight in apropriate, big enough star system. Just like real army managment in Napoleonic era...
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