PLEASE READ THE ENTIRE POST, MY GRIPE IS NOT DIRECTED AT THE FLEET CAP ITSELF BUT THE WAY IT IS IMPLEMENTED, THERE SHOULD ALWAYS BE A CAP, BUT THAT CAP NEEDS TO BE ADJUSTABLE NOT BASED ON MAP SIZE, WHILE IT WOULD WORK TO A CERTAIN EXTENT. IT EFFECTIVELY BECOMES THE SAME SYSTEM IT JUST HAS A HIGHER END POINT, THE SAME SITUATION WILL ARISE BUT IT WOULD JUST REQUIRE MORE PLANETS TO REACH IT. I DO NOT WANT A BANDAID SOLUTION THAT STOPS WORKING AS SOON AS I DECIDE TO ADD EVEN MORE PLANETS.
On to the post.
The one issue that needs to be addressed is the that with lets say 5 empires, 300 planets. Player A is the largest player, by far. he has 10 of 15 systems, 20 planets each. The AI (And if you ever find people willing to stay players - it happens now and then however rare) bands together. You now have 5 people capable of producing the fleet cap without ever running out of money if they built up properly.
Lets not even bring attacking into this discussion yet, I'll do it later.
All three players have maxed out fleets, just by the nature of the map's size, as well as tech. Your defense consists of static defense structures and 2000 fleet cap, no structures if you're multi star and defending the star itself. The offensive team has an 8000 fleet cap. Now before I explain in detail how the four players that are effectively only HALF OF YOUR TOTAL EVEN WHEN COMBINED, can destroy you without hardly trying, how can you not understand the simple problem here? Or are you going to try and suggest to me that I'm supposed to out play 4 other people with a 4th of their ships, maybe you're some sort of god, or you're playing against infants, I'm not sure which.
Adjusting the fleet cap based on size would work to a certain extent - but as I said earlier, there's still a point where each player reaches their endgame, and as soon as everyone does, the biggest player gets singled out, and thoroughly stomped on. And do you know why? Because no matter how good he is, no matter how much he outplayed the other people in the start of the game, he now has no fighting chance. You simply can't against any semblance of AI or even plant level intelligence.
Lets take another smaller example, 100 planets, 10 systems, 10 planets each, each player starts on their own, 4 players. Player A is scouting effectively, and colonizing quickly, knowing the best build/upgrade patterns, and avoiding systems with other players. The other 3 players expand slowly: B and C finsh their own, and through scouting and painfully simple process of elimination ("Hey, I'm number 2 in econ/colonization, what are you?" "3, the other guy said he was 4" "Oh? I guess A must be 1") they realize player 1 is much bigger than all of them. B and C continue to expand, they work together on system 7, already owning 8 and 9 respectively, while D finishes system 10. Meanwhile player A colonizes 1-6, say he's a vassari that takes advantage of nano disassemblers on colonizing capital. Sends one to each and takes planets rapidly.
Each player can support the fleet cap and resupply their fleet at least once after a major loss by now, and all three smaller players band together against the much larger A. Taking advantage of the current fleet cap model, B targets 2 C targets 3 D targets 4. The player with 60% of the "universe" or "sector" responds by ____. Fill in that blank. I actually HAVE had this happen on several occasions. And as I play more and more games, especially lan games with friends who I know have good computers, we play regularly, this scenario happens often. The only solution is team games, which are bland and I simply don't enjoy, I want to win on the merits of my skill, not win/lose based on how well my allies play or win because of how poorly my enemies.
I'll do an example of another smaller map with even more players, for what a lot of other people are experiencing, the stalemate-esque ending for games after they take 50%~ of the galaxy after eliminating people and they start to gang up, the basic point is, you either steamroll EVERYONE before they reach fleet cap or you lose. Or you end up as one of tiny players in the group that beats the guy several times their combined size because of poorly designed (With good intentions, I know why the current system is in place, don't tell me why again, I'm saying an even better system could be put into place, and even one that's optional for those who like the standard game. But those of us with powerful machines want to be able to use them. The reason I got this game is to avoid the "cap battles" of other RTS games because the current game without any cap supports whatever your computer can handle. I want to reach that point while still having some sort of balance so the steamroller effect DOESN'T happen, I don't always win, and I want a chance to if I screw up or something just soundly outplays me. But I have no god given right or some such nonesense to win just because I suck and two other people also suck.
The inability to defend despite the vastly superior economy is an issue.
This is a very obvious and distinct problem for non team games, anyone can see that. Now the question is how do you fix it? You can't let the larger empire steamroll everyone or they'd quit. There needs to be a middle ground between the little and big guys. The simplest way to do it is to have a fleet cap limited only by how many ships you can afford to upkeep (Every ship has a certain amount of upkeep.) But not for all games, 1v1 this won't work at all, team games, it would hurt too. This would have to be balanced by either increasing the actual cost of ships so once you lose your fleet you don't have a big enough income to just rebuild instantly, which has a cap just as fleets do now. OR the one I prefer, when you lose a ship, you still pay the upkeep for a certain amount of time. This system adds another layer of strategy regarding economy. You could sit with a small defensive fleet with one planet on a star having massed frigate factories to protect your empire, and save up a large amount of resources then create a juggernaut to take over and colonize another system then disband the excess before you go bankrupt.
I'll continue with more in another post about details for how the upkeep system would work, and any questions I'd answer. If an official change isn't coming I'd resort to making a mod just for these large games. I have a powerful machine, and I want to exploit it. I LOVE BIG GAMES, I don't like jumping twice and having an early fight over a planet between first fleet caps worth of base frigates and a capital. I want to play endgame, I want to enjoy the entire game, I don't want my games decided 5-15 minutes in by an early conflict before I have even 5 of the 100 or so techs. I say this current system encourages micromanagement more than anything. You have to use your comparatively tiny fleet several times better than your opponents to even stand a chance, which isn't possible if they're AI or as stated above, a sentient plant.