The alert box dosnt refresh between games; I quit a game mid way through and started a new one, and all the AIP increase notifications from the previous game were still displayed
I just played through a game with Beam turrets unlocked at the begining; they are incredibly good at just 750 energy each (same as 15 MRL turrets, with the benefit of having a much higher DPS vs groups, longer range and instant hit) and extremely effective compared to other turrets. also, despite high costs for a turret, it has a very short buildtime compared to starships. one beam turret on my homeworld managed well over 200 kills in the first two hours. I also hate fighting these in the AIs hands, they totally decimate groups. imma calling OP! also, placeholder fx is ugleh, needs to look more like freespace 2/homeworld beam cannons imo
also
Ion cannons (100)
Dreadnaughts (1000)
and I think flagships were 1000 too
dont really cost enough energy for their power imo- flagship is worth much more than 10 fighters. this is a problem in many cases since they are powerful units, yet they take low damage from that zenith unit that does damage proportional to power usage.
I think the warp sensor should cost more knowlege, at 250 its a no brainer choice every game (and gives you an uneven amount of knowlege, which is irritating!)
Vampires might be overpowered again now, in two hours into my current game with mk1 + mk2 unlocked they have some 400 odd kills and less than 30 deaths (and they are very cheap to reproduce)
I think riot starships would be less annoying to use if the AI didn't target the weapon modules, which could then be negliable cheap and fast to reproduce
are basic turrets good for anything? they seem terrible, and in no way worth 50 energy (especially when MRL is also 50 energy but with the benefit of being good) in my game they have a kill:death ratio of less than 1, which is awful for a stationary turret
I discovered that massed dreadnaughts are indeed the answer to the starfleet AI
I finally found the use for the fortress - garrisoning neutered planets you have cleaned out but not killed the com center (to kill the constantly respawning gaurds)
I played my first game where I used minefields heavily, I dont see what everyones problem with them is. I spammed them as physically close to the wormhole as possible, maybe 200/critical wormhole, and they usually killed half an incoming wave nicely
did the triangle unit fighter receive boosts at some point? all the experimental fighter types besides bulletproof have much much lower health (between 8k-22k VS 56k)