I believe, the intent behind them was to get rid of excessive number of fleets.
However, in my personal opinion which may be completely wrong, the baby was thrown out with the water.
Current CP mechanics are pretty simple:
- +5 CP for free
+1 CP per logistics level
+1 CP per starbase
In the midgame that leaves us with probably 5 (free) + 6 (5lvl logistics) + 3 (3 starbases on 8-10 colonies) = 14 CP.
Yep, that gives us 14 scouts or 7 transports or 4 cruisers or 3 motherships.
With the recent torpedoes size nerf scouts aren't a viable fighting force, so you're down to one fleet.
In your best interests is to make it a dreaded stack of doom as you don't have anything else to fight with.
Sure, you can have an invasion-only force, as weaponless ships cost 0 CP, but it's a corner case.
What if you're out of CPs?
You're up for a harsh fine.
You'll have to pay 10BC for each CP over the limit.
As if you're out of money, you're dead (you automatically lose the game), that makes early rush scenarios pretty unfeasible.
You'll have to make do with 3 armed transports.
So, is there anything I'd like to share with the class?
1) The main problem is the scarcity of CP points. There are no leaps as in MOO2, for example (there were techs that allowed you to jump from +3 per colony to +6 and +9 and there were different types of starbases).
2) Instead of autoscrapping the fleets you can't afford, the game kills you.
3) The system, while limits the total number of ships severely, does not encourage any changes to ship design and fleet formation.
What do I propose?
Let's go the simplest way.
Let's repurpose supply bays:
- on a scout a supply bay adds +2 CP
on a transport a supply bay adds +1 CP
on a cruiser a supply bay adds +0,5 CP
on a mothership a supply bay adds +0,25 CP
If a sum is positive or zero, the fleet does no impact on total CPs. If it's negative, it goes by current rules.
Oh, and it's very important that each supply bay adds one turn before the ship can retreat from a battle.
Yeah, you can kinda do self-sufficient ships (except for motherships).
However, they'll be mediocre fighters, as much of free space and specials slots will go into supply bays.
Why won't you exploit the system by creating a fleet of support scouts? Let's say 2 motherships and 8 +1 scouts?
Good luck and try to not to get any of these supply ships killed.
Yep, you can achieve (or make an enemy to achieve) a Pyrrhic victory.
You can't retreat supply-heavy ships fast enough, so if your feeble scouts or bulky transports are killed, your fleet begins to guzzle your money like there's no tomorrow.
You'll have to let go of some fighter ships, as the treasury deficit will kill you soon enough and you're unlikely to have a spare supply fleet nearby (if you have, gg).
Essentially, you'll have to balance.
I can make quick estimations in a spreadsheet for probably optimal patterns for AI to use if anyone's interested.