Ship numbers in GC2

fewer more personal ships, or strategic hundreds of ships

One of the questions that seems to pop up every so often is whether, with the new ship design and refit, and with the new logistics ability and fleet size limits, there will be any change to the actual numbers of ships in the game.

The two sides of the debate here are

a) Lots of ships: Keep the current GC1 system where ships are cheap to maintain and there is therefore absolutely no limit to the number of ships you can have. Hundreds of ships is very common and gives a feeling of strategic gameplay. The downside of course is that you have no attachment to any of these ships and moving them later in the game becomes a bit of a micromanagement nightmare.

b) Fewer ships: With the change to more personalised design of ships increase the maintenance costs so that there are now fewer ships. Ships now take on a more personal feel and you will carefully watch ships grow through refits and improve. Micromanagement is limited by having fewer ships.

Personally I'm not sure which side of the debate I fall on. I would probably lean on the fewer ship side primarily as it reduces micromanagement and makes ship refits worthwhile. What do other people think?

Paul.
40,428 views 62 replies
Reply #1 Top
preventing you have a too important navy compared to your size
Reply #4 Top
e easy to edit in a scenario by changing the base logistic value and/or multiplier.
Reply #7 Top
and beginner levels would need simplified 'wizards/advisors/defaults' (whetever) + the intro campaign in order to help them out (as discussed in other threads)....
Reply #8 Top
re if encouraging fewer ship styles/classes/types would translate to limiting the overall NUMBER of ships, but it might.
Reply #9 Top
e.

Having said all this, I agree with the principle that ship management should be less tedious. At the same time, our ships shouldn't become insignificant grains of sands in the beaches of our fleets.
Reply #10 Top
I agree there should be no artificial limits for total number of ships- if you can pay the maintenance - then you can build it!
Reply #11 Top
ships and starbases is really something that has to be playtested before a good balance can be found.

Reply #12 Top
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Reply #14 Top
the added advantage of using excess cpacity 'wasted' when building one starfigter
Reply #15 Top
then go play Starfleet Command or Nexus - Jupiter Incident. The idea of a galactic empire having only a dozen ships as suggested by one poster is crazy
Reply #16 Top
e that would happen. Honestly, it sounds like a lot of fun! I just cannot envision how to do that in GC. Can you?
Reply #17 Top
ut ship maintenance cost could increase as the number of ships increases, and the penalty would be reduced by logistics (the way building starbases costs more and more in GC).
Reply #18 Top
e going care what happens to it (and therefore follow it's progress over the course of the game) whether your fleet is made up of 6 ships or 600.
Reply #19 Top
view my ships' histories. I guess the lesson here might be to not judge others based on our own perceptions of what is fun
Reply #20 Top
sition to everyone. Again, I don't advocate having only 12 ships per empire. But I would be interested in each empire having fewer numbers of ships so that each individual ship takes on more importance.
Reply #23 Top
in). We will have to see how the matter shakes out in Beta.
Reply #24 Top
s everyone always follows the chain of command and should always follow orders, etc etc etc).

However, let me just say this again. I think it is a great idea for a strategy game!
Reply #25 Top
way I definitely would be against any hard limits set for the actual number of ships.

Paul.