It seems like an interesting idea, but what would half-cap turrets look like in low-caps? The few times we've used it, normal cap drags MP down into the lags fairly hard eventually with who I usually play with.
On Ultra-low all the turret types are still divisible by 2, though for lightning and flak turrets you'd be looking at a cap of 6 so perhaps that's a bit much On the other hand it would be per-planet.
Another point to consider is that this presumably would not apply to the caps for Tractor turrets, counter-sniper/counter-etc turrets, and so on. Since they have no core equivalent. Any thoughts on that part?
While personally I'd love to see all the turrets get Mark II+ and Core equivalents (Even counter-*s and tracor/grav), the special ones should probably be left out right now - so no change to counter-*s, grav, tractor, HBCs, etc. Even if an HBC Mk V would be fun.
I'll also bring up an idea from the last time this discussion happened: Instead of having Core Turret Fabricators grant a specific type of turret, allow the building of one cap's worth of Core Turrets, split however the player chooses: 1 cap of Lasers, or 1 cap of Snipers, or a 50/50 mix.
Energy's a bad limiting factor for anything, really, because there's always a way to get too much of it. Even if you reduce the regular system energy production (a prospect that sounds more annoying than interesting, IMO) all it really does is increase the need to take (or buy, with the trader) a ZPG, and then you're back to the same unlimited core turret problem.
In this case ZPG would be the problem. Not energy or Core Turrets.
I'm not sure why we're trying to redesign the entire energy system when the problem at hand can be resolved simply by changing the cap for core turrets. Personally, I think the energy situation is fine as-is, holding a ZPG should basically mean you don't have to worry about energy (and instead have to worry about holding the ZPG).
I agree here. I don't think the current energy system is a problem. You can go wild with per-planet cap units, but it will cost you. As I said before, I can easily need 40 or 50 Matter Converters running to cover my Core Turret deployments.
As for the ZPG, it is either a capturable from the AI, or a trader goody. In one case, you usually need to go to length to defend it, and in the other it requires a minor factions, some luck, and also costs a TON of resources to build. Not exactly unbalanced.