Chokepoints are one of the 2 things that AI war is designed around. You can't tell me it isn't. 1 to 1 connections are by design in this game, if you wanted us not to have and completely abuse chokepoints, you should not have made jumping the way it is now ^^
I'm not worried about chokepoints being too effective. I'm not even all that concerned that chokepointing is basically required in some of the harder scenarios (FS, notably, but generally with any exo source and sometimes not even that).
I'm concerned that the current balance of "offensive options available to the AI" and "defensive options available to the player" result in the player either outclassing the AI overall (on lower difficulties) or being unable to defend more than a single chokepointed-region (on higher diffiiculties), and thus that the rest of the galaxy basically has to be a no-mans-land where the player cannot be expected to hold anything in or the player will lose.
That cuts pretty heavily into an interesting part of the design space, and I don't think that's good for the game.
But it's possible that this perception of mine is flawed. I'm certainly not dead-set (or even moderately-set) on changing anything here, but when I say "hey, guys, let's make crystal into a more unique resource where you have to take-and-hold to get more than a basic income of it" and the response from a substantial portion of the player-base is some variation on a central theme of "No! Take-and-hold is impossible!" ... well, I think that indicates a problem. Not one that could be solved by just ramming through the crystal change anyway, and not one that could be solved by nerfing chokepoints into oblivion or whatever. But something worth finding a solution to.
Thinking about it I find that I am absolutely not agreeing to local turret caps either way, that is the worst idea so far ;P Might as well entirely remove turrets then unless the cap is well above 50 of each per planet.
I think your rationality levels are dangerously low
But I do take the point, as has come up every time we've discussed this in the forums, that a substantial portion of the player-base
does not want per-planet turret caps. Generally speaking, that's good enough for me.
70% of my fun is creating the bestest defense chokepoint ever.
And you're not alone in that. There's something deeply satisfying about making a 100-cubic-meter volume in which absolutely anything dies
Any such weird AI cheat will always be exploitable. Teach the AI patience and Sun Tzu instead.
One of the most common complaints for a while was that AI threat would not commit to attacking a chokepoint until it thought it had a massively overwhelming force. I replied that it was smart for it to wait rather than just throw its units in the chipper shredder, but most people didn't seem satisfied by this
Cheese is never going to solve the AI's lack of intelligence, it just makes the game less fair. Chokepoints should have a tactical trade-off. Maybe have the AI construct defense towers with free threat near high value buildings. And every 5000 ships it goes up a level. Up to 50 levels.
The Hunter/Killer basically began as this: if the AI detected that you were hammering its attacks on one specific planet (a chokepoint) it would create an H/K and send it after said chokepoint. Now, the thing
could be killed but generally speaking it would just kill you. People didn't like this. Why would they like it if I made a more complicated version of the same?
Of course, "solution X is unsuitable" in no way proves that "solution Y is suitable", despite that assumption's common place in public rhetoric.
Perhaps the next step, as I think we found previously in this discussion (around and around we go...), is to resuscitate the Beachhead AI Plot as something not as auto-death, and see if the people who want the AI to kill chokepoints like playing with that option.
Of course, there's already the resuscitated Train plot which is also pretty anti-chokepoint, though perhaps that's just as hard on distributed-defense, and there my understanding is that people basically went from "I never play with it because it doesn't do anything" to "I never play with it because it always tears me into tiny pieces". This last version made the nastiest parts of it easier to handle, but I don't know if it's enough for people to step into that end of the pool again
One quick things comes to mind, though: what if the logic that increases the time between waves when the AI detects a small number of ingress points were extended such that if it only sees one or two entry points it actually diverts a part of its wave strength directly into threatfleet, and on higher difficulties specifically picks some of the units to be nasty siege breakers (EMP guardians, high-mark plasma siege starships, etc). That way over time it would pile up a pretty substantial threatfleet that wouldn't commit against you unless there was something it thought it could kill.
Though that doesn't really deal with the take-and-hold problem, it's just another thing for the AI to get mad at your chokepoints with
To actually solve the take-and-hold problem probably the best approach is to relax what it means to "take and hold", like with the rebuildable-after-an-hour (and when you temporarily lose it the AI gets some benefit to hit you harder) thing. Though I'm getting a lot of negative feedback on that too. Not that negative feedback means "never do it", but probably best to try to refine the idea first.