I guess what people want out of the enclave's drones is pretty much a Protoss Carrier. Also I believe multiple Enclaves don't stack in terms of drone caps?
No, multiple enclaves don't give more drones. Capped at 24, I think.
I would prefer it if drone availability was tied directly to turret mark level - aka, start with Mk I unlocked, unlock Mk II with Mk II turrets, Mk III drones with Mk III turrets, Mk IV drones with Mk IV turrets (yes, I want those too). And then, the Mk IV/V fleetship production tab being available only with the Mk V enclave.
Right now, you can do much the same thing if you are using Neinzul ships, or Autobombs - use the Enclaves as a disposable fighting ship source, convenient for raiding and reinforcements. Far more useful, IMO, than using engineers or MRS to do repairs.
Although a modular command station would give a tool to give pretty much everyone what they want out of command stations, sadly, it proabably isn't going to happen for the "core". I think modules as a central, "you must use" base-game construct was vetoed by Chris as some point.
Yeah, not to mention the complications of re-building modular stuff (aka, why the Mod-Forts don't leave remains). Always disappointed when this idea comes up, because I think it would be great.
As an alternative, what about a single "Generic Command Station" that allowed the building of an "Enhancement node" that gave the special abilities that currently belong to command stations? Kinda of like the FS Refugee Outpost/city components: requires a command station, cannot have more than 1 in a system, must be built within X distance of command station, etc.
It avoids the complications of modules, while still allowing some customization... and would allow my Homeworld to get some of the enhancements that other systems get. I've never liked it that my Homeworld can't get the bonuses that other command stations do.
Edit: Almost forgot my original reason for responding:
Now how do we want these buffed?
I would like:
raid starships to be reduced to 1000/3000 for mkII-III
enclave starships to be reduced to 1000/2000/2000/12000 for mks II-III-IV-V
Transports IIs to be reduced to 2000 k and their health doubled.
Turrets to get an across-the-board k cost decrease, of ~500 for mkIIs and ~1000 for mkIIIs
No idea on the station upgrades, maybe remove their caps, or concentrate their benefit into ~two stations
Mobile repair stations to cost something in the 2000-3000 range.
I think that turret costs need to be standardized first. Right now, it can cost between 2250 and 7000K to unlock Mk III turrets.
Yet all the turrets have roughly the same cap-damage stats, and similar multipliers (please ignore the HBCs; they're special.)
How much should a Mk II turret cost? They're twice the damage, HP, and have radar damping. However, they can't move. That last factor being quite significant, I think a Mk II turret should cose much less than a Mk II fleetship. I unlock Basic IIs sometimes during normal games, so somewhere in the 500-750K range should be about right.
-- Spider Turrets would need to remain higher, maybe 2000K? 3000 has always seemed a little high, but they are pretty impressive turrets (if not in DPS).
What about Mk III turrets then? Again, they're three times the base turret stats - but still can't move. I'd suggest 2000K for Mk III turrets - a third of what the Mk III fleetship costs, but you don't get a Mk IV turret for free and they still can't move.
Finally, I'd love to see Mk IV turrets - same stat progression, but costing 3000-4000K.
PS - Keith, is there any reason that Radar Damping range on the HBC goes UP with Mark IV rather than down? 12500 - 12000 - 13000
Strongly agree on the Enclave split.