This is still not an excuse, rather I am attempting to come up with something like an explanation.
No worries, I think we're in agreement on the proper way to hold these discussions, we just both sometimes deviate from our own principles
And yes, you are on the "short end" of the "who makes the call" stick, not much to be done about that (though modding can go a long way, but that has other issues for this game). On the other hand, in all honesty, I've never seen a commercial game with more dev responsiveness both in terms of latency and throughput. Not saying such a game isn't out there, I'm just unaware of it
But now we've gotten into the tricky part, where I've responded to one players input, and now a bunch of others pile on and think the change is too drastic
To answer a few points:
- yes, AI level I and II planets (IIs are all the unlabeled ones, Is are those adjacent to a human homeworld, that weren't upgraded during mapgen) will never get heavy beam cannons in this setup. The way turrets are populated it's pretty likely that most III and IV planets will have their 1 cannon before long into the game, though I can't be sure.
- no one asked, but this time around the caps will be applied retroactively when you load a save, so excess AI cannons on a planet will be removed during load. (coincidentally, it will probably also cull some of the sentinel-frigate/electric-bomber hordes since they also had non-functional ai-per-planet caps; may need to look at that)
- I can easily tune it back up in terms of how many cannons and which mark level(s) of cannon for a given planet level, but I'm looking for a consensus among the interested players here.
- as far as tactics I would suggest:
-- use high hp ships, or at least put high hp ships *between* the cannon and your "clothies", as a ship on a line will actually block the shot if it survives it (and will take that much out of the beam strength otherwise)
-- if necessary and possible (i.e. attacking via open space instead of wormhole traversal), set up your formation using arc-move (probably splitting it into half-circles or third-of-a-circles) and approach so that the cannon can't draw a line through very many of your ships at once
-- use ships normally good against turrets so the thing dies fast. MkI cannons in particular are pretty easy to destroy.
-- if you have them, outranging units are a *wonderful* thing. Iirc, a zenith bombard swarm could eat these things for breakfast and still feel hungry.
Just had another 2K ship CPA do nothing in a game
Sigh, those CPAs... thanks for the save