Per-planet caps seems to me to have the undesirable side effect of reducing (the effect of) player choice and/or homogenizing everything, depending on the method used. I think a better line of inquiry would be to add incentive for capturing more planets. That, and there already exists a kludge in the engine to encourage expansionism - energy.
I think the OP's point is that holding multiple points (which you have to do, to make use of those planets you capture) isn't really possible on higher difficulties. The defenses (i.e. turret cap and mobile cap) cannot be spared from the primary defense point.
It's probably more possible for other people using different settings or different strategies, but Diazo's experience has been pretty consistent on this point, iirc.
My most recent game is a diff 9.0/9.0. I currently have 3 planets exposed to waves and I'm trying to keep my experiences talking from that. How well I'm keeping my 10/10 experiences out of this thread is debatable.
The other reason I seem to be an outlier in this is I don't play with minor factions on. No fallen spire, no golems and especially no human resistance fighters spawning to help out. It's just what I can build vs. what the AI is sending at me.
It is quite common I'll read an AAR and the player posts something along the lines of "my hive golem eats the wave" or "resistance fighters spawn to help me clean up", I don't have any of those toys enabled so I don't have the power they give me.
Lastly, I play lattice type maps exclusively, it's very rare to never that I can setup a single-ingress defense without gate raiding.
Question: is this a problem that you see in moderate-difficulty (let's go with 7-8) games, or just higher difficulty ones?
I think this issue exists on diff 7-8, but the ship counts in the waves are low enough that it is not a problem. I am on difficulty 9 and I'm only at 120 AIP. Average wave size slamming into my planets is in the 1,300 to 1,400 unit range. Add in another 5 shadow frigates if it is the Heroic AI sending the wave in question.
120AIP does sound high, but I am only exposing 3 systems of a 7 system empire and I have a bunch of AIP reduction in place. With that much Knowledge beyond the 3 systems I am exposing to the AI, I would not think it is out of line to expect the defences I can unlock to hold the line, but they don't even have a prayer without my most of my fleet in the system.
Ummm, unless we are talking about giving 10 minute wave warnings I'm not sure I follow. If my fleet is 3 systems out and a system on the far side of my empire from it gets a wave alert, my fleet have 5 systems to travel to respond. And any ships I leave behind get mulched so my fleet travels at the slowest ship's speed (I'm looking at you plasma siege) so it takes a long time to travel all the way back. And 3 systems out is not the farthest I regularly take my fleet.
My issue is that a multiple-ingress defence spreads your static defences out too much relative to how strong the AI stays. Making the AI waves bigger against a multiple ingress defence would be going in the wrong direction I think.
I want to make it so I don't have to have most of my mobile fleet tied to my empire as a response unit, I want to make it so I can take some of it on attacks and not gamble a wave will hit while I am away.
Transports solve your mobility problem. I think 10 minutes would be extreme, but at 7/7, 4-5 minutes should be plenty of time to disengage your fleet, pile into transports, and get where you need to be.
Spreading out static defenses would be ok in this model because you are increasing wave spacing allowing the player to respond with their mobile fleet every wave while still having time to use their mobile units to get other things done. This isn't a CPA so I know exactly which planets are options for a wave. If I leave 4 planets as options, I can put 25% of my turrets on each. Combined with my mobile fleet, unless the wave is larger than single-ingress*, it will be no threat.
I think expecting mobile units to not be needed for defense, especially with multiple fronts, is unrealistic. And in fact having the defensive game different in one-vs-many defensive fronts provides more variety to the game. My very first win used a mobile fleet on defense and it felt very different from my first choke-point win that basically made waves ignorable.
* Single-ingress tend to end up not requiring any mobile units to defeat waves.
Except wormhole attrition kills the transports so that's a no go.
This line probably sums up my position:
* Single-ingress tend to end up not requiring any mobile units to defeat waves.
Why should single ingress not require any mobile units and even just going to 2 ingress require a significant mobile fleet presence, let alone 3 or 4 ingress?
Yes, multiple ingress should be harder to defend then single ingress, which requires spreading out your turrets and having some of your fleet present, but some of your fleet and most(all) of your fleet are two very different things.
Having said all that, the general feeling I am getting is that their generally is agreement the game favors single ingress too much over multiple ingress at the moment. So, the feasible tweaks I have seen suggested are:
1) Turret boosting structure that only boosts while there are less then X turrets in the system.
2) Split caps so that the number of turrets that can be build in a system don't change but there are more turrets available globally.
3) Tweak the wave calculation so that the maximum wave size for multiple ingress gets smaller the same way the average wave size does.
4) Alternatively as a quick fix, make gate raiding more appealing. Reduce the AIP cost for a warp gate to 3 and boost the command station to 17.
Alternative 4 I just thought of and is more of a band-aid fix that makes it easier to setup that single-ingress defence via gate-raiding then it is actually fixing this issue.
Alternative 3 is my preferred one. The exact numbers need to be determined but if I wasn't having to cover the worst case scenario of a wave 80% as strong as the single-ingress wave even with 5 systems exposed, I suspect that would fix this issue for me.
D.