One of the things I feel is missing in AIW2 right now is a sense of "commanding a large fleet". In AIWC you could typically build 40 or 80 fleetships per mark level. That was generally enough to make it feel like you had a significant armada to wield.
But if you had 40*3*3=360 squads of MkI+II+III triangle ships, plus a hundred or so squads of bonus ships, would you be able to make any sense of it in AIW2?
I propose a simple tweak: lets halve the number of ships in a squad. What do people think of that?.
You're welcome to try it, just go to Balance_Granularity.xml/KDL_VanillaGranularities.xml and change:
<granularity name="Swarmer" ship_cap="800" dps_multiplier="1.2" />
<granularity name="MildSwarmer" ship_cap="400" dps_multiplier="1.1" />
<granularity name="Normal" ship_cap="200" dps_multiplier="1.0" />
<granularity name="MildLowCap" ship_cap="100" dps_multiplier="0.9" />
<granularity name="LowCap" ship_cap="50" dps_multiplier="0.8" />
<granularity name="VeryLowCap" ship_cap="25" dps_multiplier="0.75" />
<granularity name="ShieldGeneratorCap" ship_cap="5" dps_multiplier="1" />
to:
<granularity name="Swarmer" ship_cap="1600" dps_multiplier="1.2" />
<granularity name="MildSwarmer" ship_cap="800" dps_multiplier="1.1" />
<granularity name="Normal" ship_cap="400" dps_multiplier="1.0" />
<granularity name="MildLowCap" ship_cap="200" dps_multiplier="0.9" />
<granularity name="LowCap" ship_cap="100" dps_multiplier="0.8" />
<granularity name="VeryLowCap" ship_cap="50" dps_multiplier="0.75" />
<granularity name="ShieldGeneratorCap" ship_cap="10" dps_multiplier="1" />
and that will double the number of squads of fleet ships and a bunch of other stuff.
The main downsides are:
1) It's visually harder to tell what's going on, because the screen is much more cluttered.
2) Doubling the number of squads reduces simulation performance to roughly 25% of what it was before, since the simulation mostly deals in terms of squads (ships are mostly a vis-layer fiction) and the main cpu-limiting algorithms are O(n^2). There's more optimization we can do (and will do) but making our task 4 times harder is not a good way to start
I'd rather be able to have the sorts of advanced moddable logic we already have (and more) than simply increase the icon density.