I like the enclave changes. Double Thump up!
Now I have some questions. If I build a mk 2 neinzul enclave starship but didn't unlock any mk 2 turrets. Will it still produce mk 1 drones? Ditto for higher marks enclave starships. If I unlock only MRLS mk 2 then will produce of mk 1 MRLS drone cease and switch over to mk 2 MRLS drones? Or will both marks still be spawned?
With those changes enclave starship would normally produce one of each type. Then I tell it to change to one type it would produce 4 of one type in the same time period. For example if I want to take down a fort then anything without bonus against super-heavy hull will not be very useful. If this is hard to implement then I guess I can live without specializing drone production.
If you have a mk2 enclave and no turret research, it produces 1 each of the 4 mkI drone types per go. But it produces each group in 9 seconds instead of the mk1's 10 seconds.
If you have a mk2 enclave and mk2 turret research for each of the 4 related turret types, the enclave produces 1 each of the 4 mkI drone types and 1 each of the 4 mkII drone types per 9-second cycle.
And if you have 2 mk1 enclaves and 2 mk2 enclaves (2 being their ship cap), that's a total of 8 drones every 10 seconds + 16 drones every 9 seconds.
Up to 16 drones per 7-second cycle for a mkIV, but bear in mind that's (1000+3000) + ((1250+2000)*4) = 17,000 K (not to mention the ASC to build the mkIVs). Though you'd be well set for turrets then too.
In my tests the drones still felt pretty weak, but the enclave's overall contribution to the effectiveness of the fleet was
substantial. Whether it's enough, we'll see, but now they're
much easier to use efficiently. Basically a lot like a Spire Blade Spawner (not like a Hive Golem; sorry to those who were hoping for that but the "automatically launch" logic made a lot more sense for the first try, so you're not having to remember to unload them mid-fight etc).