But back on topic, any idea what a good "increase" in cap stats the balance target for high cap stuff should have compared to the "normal" balance target that would be fair compensation for their downsides? Should the cap health be buffed more than cap DPS, DPS more, or roughtly equal amounts of both.
NOTE: the following is based off of mid cap scale game statistics. The "standard" cap is 96 in this case
Just an idea, for very high cap stuff (laser gattling cap, which is around 200), how about something like a 1.3x in cap health and a 1.5x in cap DPS adjustment to balance target compared to that of the normal balance target? Scale these multipliers towards 1 as needed for high cap ships that aren't as high cap as laser gattlings. (At around 110 to 120 or so, these multipliers become so negligible that you can pretty much treat them as 1 at that point)
To help with the mid cap vs low cap stuff, how about something like .85x in cap health and a .8x in cap DPS adjustment to balance target compared to that of the normal balance target for ships with a cap of, whatever the lowest fleet ship cap is right now (3 is it?). Scale these multipliers towards to 1 up for ships that aren't quite as low cap. (At around 60 to 70 cap or so, these multipliers become so negligible that you can pretty much treat them as 1 at that point)
Yes, these multipliers aren't very extreme, but that is intentional. You WILL start hitting balance issues they were like 2x or something like that (or .5x for the low cap stuff). 2x and .5x are actually rather severe modifiers for cap stats. Multipliers that high are almost certainly going to be overcompensation.