Do you agree with the turret numbers I gave for a rebalance?
I think we're getting somewhere but there are a few issues:
I think they should be priced according to their DPS.
For attack ones, sure. Tractor and Grav turrets aside.
Let's use the fighter as a base.
I'm not sure the fighter is a good starting point because its cap-energy-cost is about half of the average for fleetships. They're intentionally cheap in both m+c and e so that you can almost always use them as cannon-fodder.
flak turrets 3428 DPS/600 power
You may have already factored this in, but bear in mind each shot hits 4 targets in most heavy-fighting cases. Also, the 600 cost vs 300 has more to do with them having a cap half as large as normal.
sniper is 2400 DPS/500 power
These do have a 6x multiplier against some stuff and have max armor-piercing. On the other hand, they actually have 20% more count at cap than normal, so the energy cost is a bit much. Their m+c cost is ridiculously high, though.
lightning is 88 DPS/1000 power
As you said the aoe. But also, only one can fire every 1.1 seconds per mark per planet, so it's not fully applicable. Thematically, these being massive energy drains works, but it doesn't need to be that high.
Counter sniper 0 DPS/4000 power
Goodness that needs to come down. They're way more situational ever since the AI stopped using turrets.
Anyway, I think bringing the flak, sniper/spider, lightning, and counter-sniper down would be fine. Not sure about the others, but some closer examination of their dps would be good; I do agree that the energy per dps cost should be at least as good for something without engines as for something with.
And, a picture from the game I'm playing right now.
Hahaha. "2 Ships massing for CPA", why? They were the only ones inebriated enough to want to attack that.