Ok, thanks for the additional info.
There's some major ui-failing-to-be-clear going on here. To give you an idea of how bad it is:
1) Turrets have 20 squads per cap, 5 sub-squads per squad (for most turret types), and 1 visual-thing per sub-squad.
2) Fighters have 20 squads per cap, 4 sub-squads per squad, and 5 visual-things per sub-squad.
3) The mouseover tooltip for either shows the max-health and dps of a whole squad.
So you see 400 and 100, because that's what the sidebar says, but the stats are showing for 20 and 20. This makes it almost impossible for you to compare their actual stats.
Subsquad stats can be shown (they can fire and die individually), but the visual-things have no sim existence at all.
For what it's worth, "15" needler turrets (3 squads of needler turrets) are roughly equivalent to "180" fighters (9 squads of fighters) in terms of dps and total health, so 75 vs 1260 is actually not too bad if you're dealing with relatively "high cap" attackers. Where you'd get into problems is if the attackers had bonuses against your turrets or something like that.
But it makes sense that you can't tell any of that the way the numbers are now.
Another thing you probably don't realize: with the changes to the tech upgrade system, when you unlock (say) Mark 2 MLRS turrets your existing Mark 1s will be upgraded (over a short time) to Mark 2s. Also, you'll go from a galaxy-wide cap of 20 Mark 1 squds to a cap of 40 Mark 2 squads. Their power cost per squad does not change at all. So you get more firepower AND you can defend more planets.
I'm guessing that the UI did not succeed in communicating this concept to you at all
Another thing that's not really balance but you might find helpful: if you hold Ctrl while adjusting the game speed, it actually changes the "size" of a sim-frame instead of the "frequency" of sim-frames (like normal + and - do). You won't want very large frames during a fight, but it can greatly speed up watching a fleet move from planet to planet, or waiting on a refleet or for an incoming attack to spawn.
Keith, is there any kind of discoverable strength that would make a planet "safe"?
The strength of the last wave. Or for that matter the strength shown next to the wave counter (is that currently shown in the wave-timer's tooltip?). Generally speaking the AI doesn't press an attack with merely-equal strength, because human defenses have a way of extracting inordinate kill-to-loss ratios.
Also, what would you say to a new structure under the "Defense" heading that unlocks 1 or 2 structures that would grant you bonus power on a planet? If even the Mark 1 of that structure cost Science then it wouldn't be broken, but it would really help the turtle playstyle.
That would be ok, but I think we're still dealing with a lot of UI non-clarity and other issues. I don't want to paper-over with something that just jacks the numbers so high that it masks the problems.
I think the structures for "penalize metal/fuel output, increase power output" are still on the build menu. It seems that dedicated turtling would put those on a chokepoint planet. Is anyone doing that?
Other notes:
- Will rename that thing to Prototype Flagship
- Will have the wave time scale to 7.5 minutes at AIP 50, and 10 minutes at AIP 100, and stay around 10 minutes from there on out. Hopefully that will give you more wiggle room.
- Will increase overall ship speed by 20% or so and see if that has any negative impact. If you want to experiment you can change the distance_scale_ship_speed="167" line in GameData/Configuration/ExternalConstants/KDL_VanillaConstants.xml , and that will adjust everything's movement speed.
- Will increase turrets from roughly 3x the strength of mobile units to roughly 5x (but with most of the strength going towards hp rather than dps, except for the deliberately-fragile turret types). I'm guessing that will be excessive, but it's worth seeing what happens.