Allow me to cross post what I said in the release thread:
On the transport nerf, it's intentionally pretty intense, to match the intensity of folks ranting about how OP they were
I'm happy to reduce the nerf
if there's some kind of player consensus but it sounds like even at this intensity there's a fair bit of player support for it (though play-experience may change that). To clarify the meaning of the self-damage, you should be able to do this:
H-P-1 --->
A-P-1 ->
A-P-2 (55%) ->
A-P-3 (10%) ->
A-P-4 (10%) ->
H-P-2Where H-P-1 and H-P-2 are both planets human owned and providing supply to themselves and their neighbors, and A-P-2 and A-P-3 are both AI owned and not in supply (A-P-1 and A-P-4 being neighbors of the human planets and thus in supply; no coprocessors in this example, those could be murder). When it was 12.5 percent this chain could be pretty long indeed, though finite (which was a big improvement).
So being able to hop over 4 AI worlds is still pretty good, though you can't afford to lose more than 10% health to other sources of damage as you do so.
I just checked the code to make sure that it should work this way, but please let me know if it's different in practice.
For the micro-repair thing, I agree that having to run off to fringe-space to repair is pretty mental (though the cloaker starship combo is quite valid and clever, reminds me of WC2 with an invis'd mage in an invis'd transport shoving off to magebomb an island goldmine). My initial reaction is to make transports non-repairable-by-normal-means (remember that on a friendly planet, the green ones above, they auto-regen from 0 to full in 30 seconds), and give them some sort of buff to counterbalance that because I can already hear the wailings of agony