Ship Number Cap?

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mithril2098
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Ship Number Cap?

Post by mithril2098 » Mon Aug 14, 2017 5:37 am

watching EnterElysium's playthrough, i have to wonder about something. EE has decided the "intro ships" like the Manticore and Adamant are supposedly the best, and has not spent a lot of effort to develop any of the other classes as a result.**

this has made me wonder if there is hull cap on the fleets, so that as your the amount of combat power you can fit into a fleet goes up, you end up having to invest in the bigger more potent ships. or can you just spam a dozen+ of the lightest ships and swamp your enemies in cheap disposable firepower?



**i think his tactics suck, and think many of the issues he has complained about in terms of lack of variety in combat mechanics stem from the fact he only uses the simplest hulls he has and doesn't make use of the many options available to him, like raptors or the various blueprints.
Last edited by mithril2098 on Mon Aug 14, 2017 10:26 pm, edited 1 time in total.

BlackLabAnthonyS
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Re: Ship Number Cap?

Post by BlackLabAnthonyS » Mon Aug 14, 2017 9:28 am

Hey mithril2098!

There is absolutely a hull cap, which is seven! This matches the cap in skirmish and multiplayer matches. The only exception to this in the campaign are NPC ships (like the Adamants at Caprica Terminal in Chapter Three), and Daidalos, which goes along for free.

Adamants and Manticores are great bang for buck early in the game, as we see in EE's and other streamer's campaigns; but they do tend to get outgunned once the enemy's fleets starts packing more of the heavier units. :)
Anthony Sweet - Lead Designer - Black Lab Games

Papadax
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Re: Ship Number Cap?

Post by Papadax » Tue Aug 15, 2017 12:47 pm

Is there a reason that 7 was the number chosen for the hull cap?

mithril2098
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Re: Ship Number Cap?

Post by mithril2098 » Tue Aug 15, 2017 7:52 pm

it does seem a bit odd that they'd go for 7 as the cap, instead of an even number like 6 or 8.

though i think it''ll work.. especially if you think about it as a Flagship+6 combat ships. or to use a real world naval equivalency: a carrier strike group (carrier, cruiser, 2 destroyers/frigates) plus 3 additional ships.


interesting that the shipyard doesn't count.. is there a penalty/drawback should the shipyard get heavily damaged in a battle? to discourage players from using the shipyard as an offensive tool and risking it often? (obviously if it is destroyed you'd lose the game)

BossDos
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Re: Ship Number Cap?

Post by BossDos » Sun Aug 20, 2017 10:33 am

Papadax wrote:Is there a reason that 7 was the number chosen for the hull cap?
It's exactly the number of ships in a modern carrier battlegroup?
Most Carriers get protected by atleast 6 frigates, sometimes even a submarine is involved.

So it makes sense to a degree.

Ghawkins
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Re: Ship Number Cap?

Post by Ghawkins » Sun Aug 20, 2017 10:44 am

BossDos wrote: It's exactly the number of ships in a modern carrier battlegroup?
Carrier Strike Group compositions vary wildly. The Carl Vinson's strike group had only 4 escorts plus the carrier, while the George H.W. Bush at one point had 14 escorts. Admittedly, that was the group's composition just after the Gulf War while the Vinson's strike group was assembled in 2009.
The aforementioned post is made in accordance with the canon where the Valkyrie-class is a modern battlestar which has no place in the first Cylon War timeline. So say we all.

BossDos
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Re: Ship Number Cap?

Post by BossDos » Sun Aug 20, 2017 6:13 pm

Ghawkins wrote:
BossDos wrote: It's exactly the number of ships in a modern carrier battlegroup?
Carrier Strike Group compositions vary wildly. The Carl Vinson's strike group had only 4 escorts plus the carrier, while the George H.W. Bush at one point had 14 escorts. Admittedly, that was the group's composition just after the Gulf War while the Vinson's strike group was assembled in 2009.
I just know it from the Charles de Gaules, which currently supports the Fight against ISIS from the Persian Gulf.
Assuming that the Vinsons group was smaller and the Bushs greater, I would still say it's the average size of a carrier group.

Rebel Yell
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Re: Ship Number Cap?

Post by Rebel Yell » Mon Aug 21, 2017 2:33 am

I'm good with 7. Micromanaging a dozen or more ships every turn could drain the fun out of this in a hurry, I suspect.

Shanewallis123
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Re: Ship Number Cap?

Post by Shanewallis123 » Mon Aug 21, 2017 10:56 pm

I would like more tbh but im sure it woulndt be to hard to mod in a higher unit cap

Rebel Yell
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Re: Ship Number Cap?

Post by Rebel Yell » Wed Jan 03, 2018 7:53 am

I know the cap and points limit needs to stay in place so as not to break the campaign, but has any more thought been given to having a higher fleet number and higher/unlimited points options for Skirmish and Multiplayer?

ChevronOneEncoded
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Re: Ship Number Cap?

Post by ChevronOneEncoded » Mon Jan 08, 2018 7:47 pm

The only time i get annoyed with the 7 cap is when the enemy cylon fleet has 8 ships...ya...

Haveatya
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Re: Ship Number Cap?

Post by Haveatya » Wed Jan 24, 2018 9:42 pm

I'd personally like to see more. There is a certain mission where I had 9 vessels under command and I didn't feel any worse for it. I enjoy the massive battles. You begin to run out of ordnance and fighters and armor and late game tactics are very interesting.

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