The feedback is very helpful
0.716 is out now.
Some specific thoughts on avoiding the "My fleet is always moving to stop a wave" syndrome:
1) All ships are 20% faster now, so your ships don't have to head back as soon.
- Honestly I'd like to dial it back to what it was, if possible, as currently it's possible for short-range ships to close really fast against long-range ships, which makes long-range stuff less interesting. I could increase ranges, of course, but if I increase ranges
and speeds it's mathematically very similar to just reducing the size of the planet area, which contributes to the whole thing feeling like a cage match.
2) Wave interval increases with AIP (until it hits 10 minutes at 100 AIP), so you'll simply have more time between waves.
3) For the very-low-AIP waves that are still closer to 5 minutes apart, you should be able to stop those easily with turrets.
- Turrets were seriously buffed; short-range turrets are now much tankier on average, medium-range are significantly tankier and do more damage, and the longer-range ones are still squishy but hit like a truck.
- Also, most turrets now cost less power, so you can fit more of them on a planet.
- You'll still probably need to spend
some science on turrets before 100 AIP, but with the Mark 1 versions only costing 250 each it's not hard to get enough cap to cover a few frontline planets.
After the 100 AIP mark you can decide whether to involve your mobile fleet more in wave defense (much easier with the extra speed and the extra interval between waves) or spend more science on turrets to just stonewall the enemy. Which one you decide will likely depend on whether you found high-power-production border planets, and how many of them you're having to defend.
On the numeric clarity, the tooltips now show the per-visual-thing stats for HP and DPS (I kept costs at the squad level, but with a bit of extra text to spell that out).