I for one think its the best thing since sliced bread. A very simple and easy way to reflect investing in the support infrustucture that one can assume is needed to keep your fleets going.
Just b/c you dont use all you fleet points doesnt mean you have not invested the manpower and machines to run it. You cant just layoff workers left and right...and shut down whole planets full of factories producing parts.
I know what you're saying, but the maintenance of vessels, which only comes with making them, should add on top of the administrative components. Furthermore, upgrades should come with additional cost. In Total War, you have the cost of putting together the support structure, then recruiting the men, maintaining the men, and maintaining any upgraded weapons they use. I don't think it would be that hard to keep track of all that since one window would be able to put it into perspective and info cards can give you the 411 on total unit cost.
Anyhow, Wraith has said it the best. Your limited resouces are you planets.Without them you got nothing.
I won't argue that. Even with my example from Conquest, you need the planets to give you resources and curb the severity of the slow down.
I hope maybe planets will play a bit more importance credit wise in the future. Right now Trade Ports scale way to high.
Putting a dimishing return on trade port income would go far into curving the extra income found often mid to late game and increase the pressure fleet supply can bring when stuff hits the fan.
Okay, so you do know what I mean when I bring up the credit issue. Mineral and crystal are never anything I complain of having too much of.
I care much more for gameplay value than for realism
Same here. I'm not looking to correct the map designs and all, just tweak the economic system. It's not just about realism. I find it fun when I can run into a deficit and have to avoid that. Makes it a bigger challenge to fight the war.
Not that I would be that averse to changing it though. The strictly defined arbitrary numbers of "100" "250" "400" supply have never sat all that well with me.
Okay, so we agree there is room for improvement or at least some experimentation. Even if you keep the percentage aspect, it becomes more dynamic if you maybe add some of the ideas I throw out up in the first paragraph of this post.
And when talking about the ssytem, we can't just focus on SP or MP. The game was designed with both capabilities, so both have to be respected. Does this mean we'll get a perfect fix? Not really, but we can try to meet in the middle. After all, more people play SP, but MP offers a more vocal community.