would the production of the drones be influenced by the number unlocked, or would having one produce the total number of drones at the same rate?
Production rate would be per-module, and the total "in the air" would not be explicitly capped (only capped implicitly by drone_lifetime/module_cycle_time, and drone_lifetime would probably need adjustment), so having multiple modules of the same kind (whether on the same enclave or across multiple enclaves) would increase the production rate of that type.
That said, that would incentivize "going deep" on one drone type (in tech unlocks) and not reward (as much) a broader set of drone unlocks.
@TechSY730: putting the enclave in stand-down would stop the spawns. Does that not happen with the champ bays? I think with the champ bays you can even stand them down individually, though you have to go to close zoom for that and hello micro.
Anyway, I'm thinking a better idea than the modular bays is to to have each enclave just directly produce drones every "cycle" (a specific number of seconds, to be determined), and produce 1 of each eligible type (according to turret unlocks and the enclave's mark) each cycle. So a mkIV would produce 16 drones every cycle (mkI needler, mkII needler, mkIII needler, mkIV needler, mk I laser, mkII laser, etc) at once if you somehow had
all those turret unlocks. And having more enclaves on the field would increase overall drone production. Potentially to OP levels but we could tweak as needed.
Again, this would be in parallel to normal fleet ship production (albeit the code won't be terribly happy about that, but it can deal, I'll just switch it over to the abstract-factory logic for the drones rather than normal build points). The drones would no longer be engie-rushable, though, much as you can't park a cap of engie IIs on a Spire Blade Spawner to flood the universe with blades.