This is mainly a response to some of the results from
this poll which is basically a desire for buff/rebalance of turrets in general. Specifically in regards to knowledge cost.
Anyway:
1) I would like to establish consistent K costs across the combat turrets, similar to how all mkII combat fleetship unlocks cost 2500, all the "standard" combat starship mkIIs cost 1000, etc. This doesn't necessarily apply to turrets which do not shoot things, however, as their utility is obviously of a different nature and may not be well served by the same K-cost structure. The HBC also probably needs a different K-cost structure because it hasn't been normalized to the "every mark has the same cap" and "mk X has health/damage/etc equal to mkI*X" rules (nor do I think there is a need to thus normalize it; it's different and it's cool that way).
2) There seems to be some confusion about the firepower of the turrets. When I say they're aiming at cap-for-cap 3x a comparable fleet ship I mean 3x bonus dps, not just 3x base dps (as turrets do have the 2.4x multipliers instead of, say, the triangle's 6x, this means the turrets base dps is significantly more than 3x a comparable fleet ship base dps). For reference (as of 6.022, all stats other than K are for mkI only) :
Unit | Cap | CapHealth | CapBaseDPS | Bonus | CapBonusDPS | CapM | CapC | CapM+C | CapE | K Cost | Notes |
Fighter | 192 | 15,915,200 | 49,000 | 6 | 294,000 | 20,000 | 20,000 | 40,000 | 10,000 | 0/2500/6000 | MkI fleet ships cost 1/2 listed energy |
Bomber | 192 | 15,092,000 | 39,200 | 6 | 235,200 | 140,000 | 20,000 | 160,000 | 20,000 | 0/2500/6000 | MkI fleet ships cost 1/2 listed energy |
Missile Frigate | 192 | 15,092,000 | 47,040 | 6 | 282,240 | 20,000 | 100,000 | 120,000 | 40,000 | 0/2500/6000 | MkI fleet ships cost 1/2 listed energy |
Basic Turret | 192 | 14,700,000 | 235,200 | 2.4 | 564,480 | 115,200 | 76,800 | 192,000 | 20,000 | 0/750/1500 | |
Laser Turret | 192 | 29,400,000 | 220,500 | 2.4 | 529,200 | 38,400 | 172,800 | 211,200 | 30,000 | 0/2500/3500 | |
MLRS Turret | 192 | 19,600,000 | 205,800 | 2.4 | 493,920 | 172,800 | 38,400 | 211,200 | 20,000 | 0/2000/3000 | |
Missile Turret | 192 | 9,800,000 | 264,600 | 2.4 | 635,040 | 153,600 | 57,600 | 211,200 | 20,000 | 0/3000/4000 | |
Sniper Turret | 232 | 23,500,000 | 141,000 | 6 | 846,000 | 69,600 | 348,000 | 417,600 | 35,000 | 0 | Uneven bonuses from 4 to 6 |
Spider Turret | 232 | 23,500,000 | 141,000 | 6 | 846,000 | 278,400 | 556,800 | 835,200 | 35,000 | 3000 | Uneven bonuses from 4 to 6, does engine damage |
Flak Turret | 96 | 24,500,000 | 420,000 | 2.4 | 1,008,000 | 192,000 | 38,400 | 230,400 | 20,000 | 0/2500/3000 | Has penalties vs Heavy and UltraHeavy MkI hits 6 targets at once (included in listed DPS) |
Lightning Turret | 96 | 19,600,000 | 435,556 | 4 | 1,742,222 | 57,600 | 134,400 | 192,000 | 40,000 | 0/1500/2000 | Uneven bonuses from 2 to 8 Hits 200 targets at once, but can hits individual targets up to 5 times each if there are fewer than 200 in range, so can get max DPS against as few as 40 targets (included in listed DPS) |
Heavy Beam Cannon | 12 | 10,200,000 | 720,000 | 1 | 720,000 | 78,000 | 132,000 | 210,000 | 19,800 | 500/2500/3000/3000 | Has nonstandard cap/dps/etc progressions, these are mkI numbers except for K |
Tractor Turret | 192 | 109,760,000 | 0 | 0 | 0 | 115,200 | 576,000 | 691,200 | 30,000 | 0/2000/4000 | |
Grav Turret | 58 | 62,640,000 | 0 | 0 | 0 | 29,000 | 406,000 | 435,000 | 23,200 | 500/1500/2500 | |
Triangle (and other fleet ship) attack power has crept up since the turret numbers were set up, and the turrets vary significantly from one another and son on, so the actual current firepower comparison in that table is between 1.68x and 2.7x (for just the "core four" turret types of basic/laser/mlrs/missile, the others go higher but are nonstandard in other ways). But the base-dps numbers for the turrets are
much higher, so it depends on whether you're in a defensive situation where everything is in range of enemies with all the normal hull types or where you're facing something more homogenous (like a huge non-schizo wave, or a few really tough combatants from a narrow range of hull types) and whether you have the counters available, etc.
3) MkIV turrets (other than the existing HBC IV) aren't on the table right now. One of the planned features for the next expansion involves additional turretry in that range, however. Aside from that, I don't want to pile MOAR TURRETS into the game in the current model because it's already hard enough to present a suitable challenge to the chokepoint-inclined
Anyway, my current guess is to:
a) Make the K cost of basic, laser, mlrs, missile, flak, and lightning all the same. Basic has a very low cost for historical reasons mainly; it used to be much weaker but has really been buffed up to be in the neighborhood of the others (it's still weaker overall, but not by much).
b) Buff the cap health of the basic, laser, mlrs, missle, sniper, spider, lightning, and flak to about 40M, putting it in the 2x-to-3x range compared to fleetships (which tend to vary from 10M to 25M with some outliers), similar to its dps.
c) Make the bonuses even on:
-- flak (remove its penalties vs heavy and ultraheavy, leave existing bonuses at 2.4)
-- lightning (set all bonuses to 4, maybe add 1 or 2 additional bonus types since Refractive and Neutron are kind of lame, and replace Artillery since it currently gives it the amusing distinction of a bonus against a triangle ship it cannot hurt)
-- sniper and spider (set all bonuses to 6)
d) I'm unsure on this one, but there appear to be a lot of complaints about the low bonuses on the turrets (2.4 is the "standard"), with a preference for the kinds of bonuses the triangle gets (6), so I could change all the 2.4 ones to 6 while dividing the base dps by 2. That would be a moderate buff to bonus dps and a significant nerf to base dps, but that appears to be what's being asked for from some folks.
e) Given the above, determine what people think is a fair K cost for "a mkI cap" of immobile firepower, and apply that to a) above. There appears to be consensus that 2500K is a good cost for a mkII triangle or bonus fleet ship, so roughly speaking it seems 1250 is a fair price for "a mkI cap" of mobile firepower (I know 1 mkII cap is more than 2 mkI caps in many senses, but it's closer to 2 than 3 in actual practice). The question is how "immobile" and "2x to 3x the hp, 2x to 3x the dps" (which turrets would then have, more or less, compared to triangle ships) affects the value.
Thoughts?