Just for history, a Dyson-10 is completely shut down by a Mk II Laser Guardpost. Those new guardposts are mean.
This ^ so very much. While I don't find them too hard on myself personally (I use spire blade spawners to destroy posts while my starships cover them. With corvettes and riots to shield, along with the slows from riots, I have few worries from average systems) I did find that they shut down neutral Dyson's entirely. There is almost always going to be at least 1 Laser Guardpost, no matter the mark level, within at least 2-3 planets, if not on the same one as the sphere itself. This makes the usefulness of even Dyson-10 very limited. Once you free the system its still a free source of defense ships,so it has some use. But guard posts really shut them down now, (lasers just do it faster) and unless there are no AI worlds between your space and the sphere then it doesn't amount to much.
While I know this would need to have some kind of nerf to the gattlings or something to balance it out, why not allow the gattlings to attack guard posts? Then they wont be shut down quite as hard, or it would at least take a MKIV system to do it. (I don't see any issue with having a MKIV Laser post just up and 1 shot a gattling) I would ask that there be a check so that the sphere isn't on or within 2-3 hops of a MKIV system, at least so it would do something then. Other idea, why not make the sphere always try spawn within a set amount of hops of a human home cs? This way if you want the sphere to do something you could free it and clear a path to your space without taking too big of an AIP hit. Final thought is to just buff the gattlings in somewhat, but I don't have any ideas on that one. As they stand they are VERY vicious alone, with heavy stats and a chunk of immunities (including FF immunity). And if they are in large numbers, they can devour even starships with some ease.
For the sake of argument, how is this different from a chokepoint? You still lose if your single fortress world falls; it just takes a minute or two to die if your non-HW fortress world is destroyed.
Because if your home command station is actually within the field of battle, it can be killed by a force which would not have been able to actually defeat your forces in a straight-up battle. Raid Starships come to mind.
Actually given that exos are pretty focused on certain things, even if they don't break your fortress world they can STILL cost you the game. Eyebots and Raids are both FF immune (nor are they alone in that) and if any get through you have a very real danger of losing. If they are exo forces they are going right for their target, and there is a good chance they are going to get it. If they are not exo forces they might just kill any CS they can beyond your choke point, and that might just shut down your chokepoint and let even more forces through. (Not sure if turrets turn off or just FF turn off when you're out of power) Either way, there is still a clear risk if something break's the chokepoint. It IS safer to have the fortress system NOT on your HW, but its not a perfect safety net UNLESS you also have backup defenses in place. As for me, I always play with FS on, because that's what I enjoy. Get the biggest, baddest toys I can get my hands on and throw down with the AI on even terms. I have four exo sources and I WILL have to build a choke or it is game over. And I only play on 8/8, just a tad over the balance point. Could I win without FS? Yes. Could I win without a choke? Probably if I was playing with only 1 exo source, and on 6/6. I found that without exo sources, even on 7/7, I didn't need one. Spire Cities were mini chokes on their own and I could put them all in between me and the AI. And before I started using FS I didn't have anything that offered too much of a threat to warrant having a chokepoint. Granted before I started playing with FS I only played 6/6 or lower.
To sum the chokepoint issue, from my point of view at least, if you are not playing above 7/7, (on non-red AI Types) you might never need one. If you don't have exos, you might not need one. If you're are playing with high diff AIs (8 or higher), playing with exos at 4 or higher (or using more than one), or playing with the FS on, you will want to use chokepoints. I personally do NOT see a problem with this. Playing above the 'balance point' that is 7/7 is a choice. Playing with exo sources on is a choice. And playing FS is also a choice. Nothing that causes you to require chokepoints is forced on you. Do I feel that exo sources or FS requiring chokepoints is imbalanced or unfair? No. Should their be an alternative to chokepoints for dealing with those things? Perhaps. But that doesn't mean that chokes need to be nerfed just because they are that good at allowing you to survive that craziness that is exos and FS.
And that is all for now. I'm not done reading all of this and I need to get back to work.Edit-Since I am back from work
There's always the Fire Control booster that buffs X turrets in a system, but is itself limited like Mini-Forts. So for maximum turret firepower you'd want to spread your turrets out over multiple systems, but nothing would change in a single system besides 50-100 of your turrets would do double damage (obviously this would need to stack with Military CS boosts or turrets would need to be immune to all other munitions boosts). This is the best my search-fu came up with, though I'm sure there was more discussion of this and several variants.
This sounds like a neat idea, but we have quite a few things that can boots firepower. Why not rather than boosting firepower, it did something just as useful but unique: Reduce Reload Time? If you half the reload time by X% then IN THEORY you get the same effect as an identical X% to firepower. I grant you that coding that thing will be much harder, (statement based only on own programing experience and with no knowledge of actual code for AI itself) but I think it would be more useful. The only turret I see not getting major benefit from this is the Lightning Turrets, as if I recall they have a hard cap on how many/often they can fire on the same world.