This is why i suggested my turret idea, having a half cap of per planet turrets, and a half cap 'normal' turrets. That gives us a place where current choke strength is relatively unaffected, and allows testing of what kind of impact a half cap of mk1 turrets per planet can get you.
I did see that, but having a single unit have two different caps, or having two units that are essentially identical except for having different cap rules... sounds like the sort of thing that would never stop confusing people.
There's also the idea of "structure you can build on a planet to raise the turret cap there", which tadrinth most recently proposed (I proposed something similar sometime a year or two ago; wasn't very well received), and I could potentially go for that.
Another potential option, that I think would be less fiddly though potentially less satisfying is:
- Make MkI, II, and III main combat (needler, laser, MLRS, Missile, Flak, Lightning, Sniper, Spider; leaving the HBC untouched for now) turrets per-planet cap. Halve their caps. Halve their K cost. Maintain same cap-energy cost (so double the individual unit cost).
- Have Sniper and Spider turrets be separate lines with mkI, II, and III.
- Add MkIV turrets for each of those lines that are gained through Knowledge, and have a galaxy-wide cap. The tooltip for these will need to be fairly clear about the difference from the lower marks.
- Have MkV turrets also be galaxy-wide-cap, probably with a higher cap than currently or some other buff to keep them a capture/hack choice that's roughly as attractive as fabricators.
- Remove the restriction against having MkV and other-mark of the same turret line on the same planet.
The result:
- Distributed Defense is possible from the beginning, as long as you have the energy for it (which will be somewhat harder)
- Further Distributed Defense is readily available by (relatively moderate) K investment
- Initial ability to chokepoint is somewhat diminished, though the addition of new sniper/spider marks somewhat offsets this
- Higher-turretry chokepoints are possible by any or all of 3 different routes:
-- Significant K investment (to get the MkIV of one or more lines), which as a byproduct gives additional Distributed Defense ability
-- Capturing a controller
-- Hacking a controller
- So overall you can build just as beastly a chokepoint (from 1+2+3 => 0.5+1+1.5+2 , plus whatever from the core controllers) but it's going to take more K, more E, and in some sense more effort
- None of the above choices cancel each other in the way that currently getting the controller for a line can cancel most of the benefit of having researched the MkII+III of that line.
Anyway, thoughts?