Lots of stuff here, and a lot of it is unrelated to my areas (GUI, performance, visuals), so please let me know if I missed anything in those areas. I am of course armchairing a few things outside of my areas, like anyone else, aimed at Keith.
- What if on the first planet of the player, there were fewer distribution nodes, so it was easier to defend? I guess that would mean that players would always try to keep their Arks there, though, so that might not be a good idea. :/
- Starting the Ark right near the controller, rather than off on its own, seems like a good idea to me.
- As far as the Ark being custom but staying home, I see the point being made, but I can't think of a good solution. It is the thing you need to take with you to go hacking, so it's not like it never leaves home.
- For the custom flagship paint jobs, that's actually really interesting. Since people have paid for that, rather than having it be something that you discover out in the wild blue yonder, having those all be skins for the prototype flagship strikes me as a cool thing.
- Removing turret caps makes a certain amount of sense to me, I have to say. Then they're not under two kinds of caps at all, as mentioned by Eric.
-- But I like Badger's idea of giving all of the Mark 1 turrets from the start, but with super low caps, then making mark 2 giving a bigger cap bump.
- Instead of having drones that just automatically pop out of turrets, what if we had "drone warheads" that the player started with and could deploy at will. These are warheads that, when deployed, instantly "detonate" and become a random bunch of fighters, bombers, and missile corvettes (drone-type). Having players able to find more of these semi-frequently would make it so that warheads are used a tad bit more.
-- Or we could tie that into the same tab, but under the "reinforcements" thing, and this is a form of calling in mercenaries for metal. These particular mercenaries would be a third-party, and always low-mark, so you wouldn't want to use them past the early game, but they'd help get things off to a good start.
- TheVampire100, you make good points about the tabs all looking the same, and I know just how to fix that.
-- As to the numbers on those secondary tabs, I'm not sure where we'd put them without making the ship icons impossible to view sometimes. There's very limited space there that we're working in. It's possible that we COULD add in the numbers, but I worry about how scary that will look and how much space it will take. I'm inclined to see if you get used to it, unless it bothers you really a lot. Mainly I view this as being a usability (not overwhelming) thing for new players. What mark you're building really isn't super important at a glance, since you can mouseover to find that out, the text color is there to help, and you can't choose between marks to build, anyway.
- Magnus, thanks for the bug note on the sidebar, I'm aware of that one but need to take care of it sooner than later.
- As for the stupidity of the AI on various situations, I'm wondering if the default settings are such that it's in the actively-dumb range? If so, we need to up the default difficulty such that that's not the case. We need those actively-dumb lower levels, but the default AI settings should be smart, but with them simply being numerically outmatched by you for the first part of the game. Having them numerically outnumbered AND on stupid-mode is overkill and will make people question the name of the game.