WOW,
Major changes in 707 with the ship cap selector (low/normal/high) and turret (1/5, 5x)changes. I tended to use single turrets to protect resource nodes and multiples of 5 elsewhere. Will be interesting to see how the rebuilders and engies do with the larger though fewer structures to repair.
There is now a Unit Cap Scale lobby option that allows players to choose between the following options (Normal is now the default, and is applied to all existing saveganes; players may recognize that High was the previous default):
Most large-cap ships have half the standard cap (Fighter MkI = 50), and are roughly twice as expensive, twice as strong, etc.
This puts the lowest possible load on the your CPU when you have the biggest-possible battles.
Normal caps (Fighter MkI = 99), costs, and strengths.
This puts a moderate load on your CPU when you have really large-scale battles.
Most large-cap ships have double the standard cap (Fighter MkI = 198) and are roughly half as expensive, half as strong, etc.
This will be interesting. "High" is the "pre707" we have been playing, the new "Normal" will reduce high cap ship counts by 1/2 but affected ship types will be 2x stronger, harder hitting, and more expensive than the "pre707" we are used to. And finaly "Low" will be 1/4 of our "pre707" high cap ship count, but affected ship types will hit, cost, etc, 4x more than "pre707".
I hope minefield damage/max build count will also scale with ship cap selection, otherwise on "Low" the minefields may prove to be very inefectual. I maybe borrowing trouble here. Looking forward to 707