Historically new features have had impacts on performance which was followed by optimizations in the next few updates. If you find it intolerable I recommend smaller maps and/or less opponents.
Fleets as containers are fine, but this goes way beyond that and means silly things happen, such as fleets needing to go back to a home world when their mission expires rather than doing the next task on their list, which they have the supply ships along to handle.
Moreover, the way the maintenance system works you are constantly forming and dissolving fleets in the early game!
I don’t know about chaining missions, but I’d like to see you be able to interrupt a mission and retask a fleet to a new mission as long as the fleet has enough endurance left. Also note you can rebase a fleet after a mission so you don’t have to have two missions to perform an action and move the fleet to a base closer to the front lines.
Really? I still have my original three fleets going after hundreds of turns. Are you trying to min/max ships in reserve vs. active in a fleet?
Really? That’s not worked for me. Of course, I’ve also got bugs where I can’t rebase fleets… (also, well, at least I play hivers, so rarely will ships need to spend more than turn returning…the whole concept is still poor!)
And course - 10 cruisers in fleets unnecessarily is 40k per turn, significant in the early game! (And you don’t get a list of reminders, so having a colonisation or construction fleet sitting unused means you need to dismiss the warning and potentially leave a war fleet sitting around)
Seriously, if a system is attacked then ships there should defend…random ones if not assigned, but the whole “guard” fleet from SOTS1 worked fine!
MikeJ
2647
I’ve never run into rebasing problems, except when the target system just didn’t have enough capacity. But I am pretty religious about building naval bases.
I’m fine with ships in the reserve not defending. You get a break on maintenance because they are mothballed.
Mark_L
2648
I guess what it all comes down to is this- I want to be able make a fleet, click on it, and click on the place I want them to go. This has me select a mission and then select a planet from a list it calls up. It seems like a minor difference, but due to the slowdown issues I mentioned, the sequence of forming fleets, selecting missions and selecting planets from a new screen feels like it takes forever. I think that, for example, Master of Orion did great without this mission system.
I really dislike the rebasing and limited time missions, too. Is it more realistic? Definitely. But this is a game with telekinetic space dolphins allied with berserk marsupial telepaths. I cannot see how rebasing and limited time missions makes the game more enjoyable. I’m down with the Zuul and node space and all of that violating the laws of physics because it’s thematic and engaging. Rebasing? Well, there is a reason that, even though wars are won by logistics, very few warGAMES are about logistics.
Just my two cents. I want to like the game, and bear the devs no ill will (I took an early refund, then bought the game again when it was pronounced playable) but I find it really hard to get past this stuff.
Edit- by limited time missions I mean stuff like 8 turns to patrol, 3 turns to attack, etc, after which they need to return home.
See, I’d missed that. So, even more, you HAVE to dissolve fleets not in active use.
I’m fine with ships in the reserve not defending. You get a break on maintenance because they are mothballed.
Fine, charge full maint for the ones which are in the defence fleet then! But let me just flag then (and again, on the same screen as the planets, rather than having to click that tab all the time), rather than sending them on “missions”!
Any mobile fleets in a system are eligible for defense. You can star the fleet as a reminder that they’re the mobile defense fleet. For each round of combat you choose which mobile fleet will partake in defense. Each battle can have up to three attacking fleets in a turn.
The “Defense Fleet” for each system consists of the non-FTL capable defenses like platforms, police cutters, and system defense boats. They’re not commanded by a CnC ship like mobile fleets but the planet or Naval base in the system. You can only have one mobile fleet on the board per combat round but the defense gets a fleet and the “Defense Fleet”.
Also mobile fleets on Patrol have a reaction check to defend any attacked location within a turn’s travel. This is a huge advantage for Hivers since any gated system is one turn away as long as the gate network has capacity to spare.
That’s cool. I get that you want to go back to the old way. Pretty much every other 4X game out there does the same thing. But that’s not how SotS 2 was designed and I highly doubt they’ll change such a fundamental mechanic at this point.
From a GAME mechanic perspective the whole base and endurance concept was created to better define strategic battle lines in the game. In SotS 1 ships were limited solely by range, so you could build suicide fleets that could deep strike all the way across the map, requiring significant interception or defensive capabilities at every colony. In SotS 2 an effective defensive tactic is to take out the forward naval bases of your enemy, reducing the range and time on target they can spend within your empire.
Mark_L
2652
Couldn’t that be fixed by range limitations? Like, at best a fleet can go X distance, no matter how much fuel you pile into it. This seems like a sledgehammer fix for a minor problem. Regardless, as you say, this is the choice they made. Me bitching about it won’t change anything.
Need advice!
I’m playing clusters cuz I like the choke points. I just had a cherry planet that I need at one of these choke points colonized by my own civilians. What’s the best way to deal with this? The manual states that closing the system forces civ colonies to abandon. It doesnt seem to work.
Thanks
GP, you will start out with a trade agreement with your civvie colony but it sounds like you want to incorporate them into your empire. It’s in the PoliSci tree Xeno-Coliquy -> Protectorate -> Incorporate.
MikeJ
2655
I think having a closed system prevents them from colonizing there, but doesn’t kick them out. Since you can’t close a system until you’ve staked a claim…
The peaceful way is to do the research like Rorschach suggests. Being evil, I would probably burn them out. You can tell the people at home that there was terrible plague there or something.
Thanks guys!
Ya I want to incorporate them but I’ve got tech and economy at 50% and I >>NEED<< this planet. I’m going MikeJ’s route.
Is the planet named Miranda?
News Flash! 3 missile cruisers on a training missioin have accidentally destroyed the civilian colony of Kaprica 4. Demands for an independant investigaton have been denied.
MikeJ
2659
That’s brave, man. I find research takes quite a while even with normal settings. Don’t you want to see antimatter techs while Obama is still in office?
No I don’t. Its like WW1 trench warfare. Whats really cool about it though is you really feel the effects of new techs coming online. groovy!
Ok I’m an idiot. I’ve never seen civies colonize on their own before. I just realized that I was pumpimg stimulus dollars into colonization. Forgot to change that. Damn wasted money… and um lives.
Janster
2662
Pump it into into trade instead.