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I'm wondering what the effects are, if any, of having your mission fleets survive verses taking losses.

I'll provide two examples:

Example #1
I attack a hostile fleet with my own fleet. I attack all targets myself and lose no ships.

Example #2
I attack a hostile fleet with my own fleet. I attack targets with my fleets ships and lose them all, except my own ship which I use to finish off the opposing force, thereby winning the battle.

Is there any mechanical difference between these two situations in game, does it matter if ships in your fleet are damaged or destroyed, or rather is it that only the outcome of the mission/battle carries any weight?

Thanks for any replies and clarification :)
This question / problem has been solved by DF1871image
From what I have seen it does not matter either way.
Instead of simulated fleets that take looses/get reinforments you have the Victorypoints as a abstract Way to quantify how strong the position of a faction at the system is.

Therefore...the only losses that have a real impact are the "Important for the War-ships" of your side that travel the Warzone. If you loose some of your escortships it does not make any difference you can try it out if you make a different save before each mission and after reching a turning point you repeat 1,2,4,6,...missions with a different "tactic" saving all/most escortships or lossing them all.

Aside from this, you will notice that the composition of your escort and the enemy fleets is completly random anyway, without any connection towards the reported situation of the battleing fleets.
Post edited October 15, 2013 by DF1871
Well, I could make the composition of the fleets depending on the situation in the war and/or a battle occuring in the relevant space system. Would anyone like this?
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nielsbauer: Well, I could make the composition of the fleets depending on the situation in the war and/or a battle occuring in the relevant space system. Would anyone like this?
I personally think that would be an interesting twist. It would add another layer to how you effect the game and shape the outcome. :)
I would even ask for a global-strategic and system-strategic "Fleetmanagment", somehting like having all Factions a limited number of Ships they start with and then the number of ships availabel to them changes with Warlooses and produced ships.

It would
-add to the importance of the players deeds
-make the factions more different
-would allow to add a new way to influence the War for traders->producing ships for the goverment