Hello, all. New user here.
Love the game, currently doing a game similar to that one "Contradictions and Silliness" [having issues with H/Ks]. But nevermind that.
I...think this is the topic to post this.
Silence is Treason, citizen.
Please report all further observations during your mandatory non-mandatory observation period using form XZ7f/JTY-48. All observations during your non-mandatory mandatory observation period are to be reported using form JTY-48/XZ7f. All frivilous observations are to be reported at once to your Team Leader, who will determine if you are to be shot for being an annoyance.
IntSec will be by to collect you during your next sleepcycle. Unless you snore.
Have a happy day.
And remember: The Computer is watching.
~considers for a moment and then shoots both tmm and The Silent Watcher, for clearly being a commie and a mutant traitor respectively~
Well with that out of the way, I have some feedback on the new turret controllers. While it is possible for their numbers to spiral out of control, I found that on 1-2 HW (or 2 players with 1 HW each) that their numbers to be rather reasonable and well within balance IMO. Yes they are fairly strong if you start getting multiple controllers, but you are talking about taking multiple worlds at that point and given that you need to give up MKI - MKIII to use them it seems fair to me.
Now while I haven't checked all the math yet, I did find that its about the same power wise. Assuming they scale like fleetships you get the effectiveness of 5 MKI caps with a full cap of MKVs yes? Then with a full cap of MKI - MKIII you have the effectiveness of 6 caps of MKIs. So just going off numbers wise it would seen that MKVs are slightly weaker, with the trade off that you can put a LOT more of them down. (Yes I know that its not a perfect 1:1 like this, but it is close) This makes them VERY useful for defending remote systems and goes a LONG way to making distributed defenses more useful. (And less suicidal for those of us with something crazy like 4 exo sources) All in all I love them so far and hope they don't get a nerf. (And when combined with a spire city I find that they can make mini chokes further improving the ability of distributed defense)
I don't see it replacing chokes unless you give per planet caps to the really big defenses like heavy beam cannons, fortresses, and Z-Trader toys (I can see certain people laughing madly at the idea of per planet Superforts and Inhibitors. Or that could just be my maniacal laughter at the idea) but it certainly makes the idea vastly more useful. After all the biggest problem with distributed defenses is that you only had so many defenses to build and your ships couldn't be everywhere at once.