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It dispelled some ideas I was having about only building small, and I think in the end the best fleet would be mixed, with big medium and small because you don't know what he will have, which means you have to be prepared for anything, which means you can't specialze on anything. Unless you specialize on first-strike, and just try to wipe him out before he can hit back.
For the last time, I'm NOT talking about overall effectiveness here. Maybe you have misunderstood that because of how I phrased it, but the context is clear enough. I'm talking about how a single support ship compares to a single flagship.
Obviously, things are never that simple in battle. As I've stated on Rule #1.
Thank you for your time.
As proven earlier by me in providing you with the numbers right in some of my first posts. The equivalent maintence cost for a pure support fleet gets you more Damage, More DPS and more Health. Ship behvaiours can be used to ensure that such health is effectively apart of the flagships.
You are comparing an apple to a cow bot not actually comparing how many apples is equivalent to a cow. In this case you are not comparing how many support ships are equal to the cost of the weapons only flagship. Therefore the entire conclusion is inherently false and any theorycrafting stemming from it is in turn false.
But I think we won't be able to communicate clearly on this subject, unfortunately. I appreciate your feedback, anyway. Thank you for your time.
For example current rule 5 and the idea of trying to compare different factors as having an equal effect on how things end up.
If they were only about scaling, Rule number 5 would not exist at all, this is purely opinion.
You would also not try and compare the changes in damage increase to changes in reload/cooldown increase due to your belief that reload/cooldown increases has an equal effect on gameplay as damage increases. There are a lot of secondary factors which make it not so.
Scaling rules do not equal opinion.