Star Trek Fleet Command Attack With Multiple Ships

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Alacoque Whitchurch

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Aug 5, 2024, 5:26:27 AM8/5/24
to dulurdoorstom
Starfleeton the other hand was founded in the 2130s or 2140s as we cannot fully state the exact date. Whilst it is a futuristic institution it has been around much longer as it is active even in the 32nd century. Starfleet Command was overseen by the Federation Council as it was its military organization and ran by a chief of staff. It has a huge variety of personnel and a huge fleet at its hands.

While the other battle breakdowns focused on combat between two ships this one is more of a comparison between two interstellar powers. We are going to take a look at four aspects compare the two institutions and give the winning one a point.


Home World Command has access to all military assets on Earth as well as its resources and the resources of its off-world sites which minimum are a dozen. Starfleet on the other hand clearly has the advantage here as they have access to more than a hundred member worlds as well as its inhabitants and resources. When it comes ship construction Homeworld Command might face another issue as it presumably takes two to three years to construct a Daedalus class starship and only humans are involved. It also is unknown how many ship construction facilities exist on Earth. Starfleet however is known to be capable of producing a large number of ships within a short period of time. There are also multiple-member worlds involved in the process as well as many different ship construction facilities.


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There is a limit on performance on rendering so many ships. Granted there should be no limit, however for practical purposes on hardware limitations I would think there needs to be a cap on how many ships you can put into a fleet.


This is represented through the 'logistics' technology. Each tier of logistics unlocks a greater value. Ships are assigned a value based on size. Say a small ship is a value of 2 and tiny are 1. You start the game able to support fleets of 10 logistic points. thus you can put in 10 tiny ships in a fleet or 5 small ones. The values I am using are NOT actual in game values but just ones I tossed out as an example.


I'm not seeing that as an issue--its a single icon for a fleet. If you want to see what's in the fleet pop up a new window that scrolls and shows however many ships at a time that the developer thinks is appropriate.


Quoting , quoting post

I always assumed the limits on the number of ships you could place in a fleet or in orbit was because of the original language/hardware that GC ran on.



Why is there ANY limit on the number of ships I can place in a fleet or in orbit? Is there any reason to keep this anachronism and the related research?



For reference, the Spanish Armada was 130 sailing ships. I'm not really seeing the need to commit my entire civilization to researching how to give multiple ships the same orders.



--David




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Sure you can always out produce the opponent. but is it really fun to have to spend turn after turn pumping out and sending ships to the 'final' home world in a MP game just because your friend is trying to troll you?


1. More closely relates to real Command & Control at the extremely high command level the player operates at, i.e, God/king/dictator/big-kahuna. (Yes I know its a SF game, but unnecessary divergences from reality kill the story.) My random example was the Spanish Armada where in 1588 they sailed a fleet of 130 ships. There are other countless historical examples of large groups of ships, aircraft, soldiers, tanks moving and fighting as a unified force. The current limitations are an apparently arbitrary number pulled out of thin air and having to devote my civilization's ENTIRE research ability to add a handful more ships to a fleet just doesn't make any sense.


2. More importantly, playability is improved by reducing the number of commands and clicking around the player needs to do to accomplish a particular goal. In GC2 I liked to play the largest map with the maximum planets and opposing races. Part way through the game it gets REALLY tedious and wastes my real-life time moving countless fleets around. Why make me, the God/king/dictator/big-kahuna do all this manual labor? That's what my minions (and programmers) are for.


3. Has the potential for adding new strategies and twists to the game--especially if the exact members of the fleet can be partially masked to the opposing player either as a native function of having a fleet with a large number of ships (adds realism) and/or perhaps as a module to research and build (adds chrome and suspense). You wouldn't know exactly what was in the fleet until you joined combat--maybe its a small weak fleet masquerading as something bigger that you'll wipe out or its the Big One that is about to light you up.


I'm not going to use the Spanish Armada metaphor. Instead, I'll use Wolf 389. Or how about the defense of Deep Space 9? Nearly every ship that could toss a photon torpedo was there, hundreds of vessels, not including fighters. And then the invasion of Cardassian space? How many vessels where there?


It doesn't take any special "researchable" know-how to co-ordinate a handful of ships in Orbit. After all, it's Space. It's huge. One modern day flight controller could handle flight after flight after flight in their own airspace area, and that's a much smaller distance.


Quoting dmjung, reply 6

1. More closely relates to real Command & Control at the extremely high command level the player operates at, i.e, God/king/dictator/big-kahuna. (Yes I know its a SF game, but unnecessary divergences from reality kill the story.) My random example was the Spanish Armada where in 1588 they sailed a fleet of 130 ships. There are other countless historical examples of large groups of ships, aircraft, soldiers, tanks moving and fighting as a unified force. The current limitations are an apparently arbitrary number pulled out of thin air and having to devote my civilization's ENTIRE research ability to add a handful more ships to a fleet just doesn't make any sense.




Also, the idea of logistics is important one, not EVERY country can maintain a large coordinated attack on large scales (even if they have the resources to maintain the large fighting force), it does require a lot of research of proper supply lines, maneuvering techniques and a decent amount of training and discipline of the officers in charge.


Communication is probably one of the big part of the research being done for these fleets to move together. I'm sure the fleet of 130 ships although started the battle with coordination, quickly fell to chaos and disorder in the fleet (not individual ships) due to lack of communication. It was then just ships attacking what they could identify as an enemy (but sometimes not always hitting the enemy, friendly fire probably happened as well). This required a large amount of research amongst the admiralty to be able to give the officers a coordinated attack patterns, if scenario x happens, you do y and so forth. I'm sure the command of 130 ships at a time didn't come without quite a bit of research on how to coordinate that fleet before the fleet was formed.


Now, Gal Civ cannot render 1000's of ships per hex due to inability to see the ships and graphical limitations of the computer. If they did you would probably see in the game a few million ships rendered, and even better systems might start to complain.


Not saying that I don't support a logistical size increase of fleets, just saying that there are realistic reasons why research is required to make such squads functional. Reason why a fire team consists of roughly 4 people... squads contain 2 or so fire teams... somebody done some research and determined optimal strategies to effectively fight with such large scale forces and maintain control of the fight.


Yes, you know what that strategy is? "Beat this stack of 10,000 ships now, sucker!" Moreover, while it is true that the people in high-level government offices are rarely directly involved in the logistical side of how you're actually going to organize and support a fleet of 7000 ships carrying 160,000 invasion troops off the coast of Normandy and land as much of that as possible in the shortest reasonable time frame, their ability to do a great many things is directly impacted by how well the nation's military planners can manage these kinds of feats. If I'm the President of the United States and I ask the army to fight a war on the Moon using a million men, it does not matter how much I want them to do it, there just isn't at present any technology, planning, or infrastructure in place to support anything like that kind of operation. Given that the game's species are more or less just starting to have access to long-range space travel independent of fixed jump gates, it isn't unreasonable to me that the game's species are not at present capable of fielding as many ships as they want wherever they want them.


You are not going to see any species just jump into space complete with a logistical organization that can support arbitrarily large fleets of ships wherever you want those ships to be. Several of the older spacefaring species might have some slight advantages in this respect, but it would appear that stargate travel was, for all practical purposes, essentially a slow rail network. You couldn't resupply on the way, you couldn't divert to account for changing circumstances, and you couldn't easily extend your logistical network beyond the systems where the stargates were built.

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