What are you thinking the highest Defensive Control producing CS would support?
Haven't put a lot of thought into that yet. Maybe something like:
Home Command Station - ALL of it; if you're brave enough to do your main defending within theoretical striking distance of your sole "must defend" unit, then more power to you.
Military III - maybe about 1/3rd of the total defense power that can currently be deployed? 1/4? 1/5? As you say, if you don't go very deep into turret research that may mean you can stick it all on a Mil III planet. I don't see a fundamental problem with that, it would just be a matter of seeing how it works out.
Military II - about 2/3rds of what a military III grants
Military I - about 1/3rd of what a military II grants
Logistics III - about 1/2 of what a military III grants
Logistics II - about 2/3rds of what a logistics III grants
Logistics I - about 1/3rd of what a logistics III grants
Economic III - about 1/4 of what a military III grants
Economic II and Economic I - you get the idea
For creating defense in depth, what about a cloaking Command Station with moderate Defensive Control. This could be your lead system with turrets designed to attrition the incoming waves, and would be followed by the more serious defense. By putting the Command Station out of the way you don't need to worry about rebuilding anything except turrets.
A cloaked command station for the intended purpose of getting periodically steamrolled but taking the wind out of the AI's sails would be interesting, yes
Safe AI my foot. My personal lore is much kinder to my psyche. All those human home settlements? Yeah, a bunch of 16 yo kids are driving my ships around like it's their personal video game.
As much as Chris likes Ender's Game, he'd probably go for that
I wouldn't want to see higher-mk turrets eat more Control, that would actually annoy me.
Right, I think they would have the same control cost much like they have the same energy cost as lower marks (there might still be some hanging on to the older idea of increasing energy costs, but their days are numbered)
I know the core design philosophy is built around caps of earlier builds being useful still, but I miss my 'everyone's upgraded!' feel from other games in the genre.
Yea, those two are kind of diametrically opposed
I tried to add some degree of min-max and "upgrading" with the modular stuff on the spire capital ships, but obviously that isn't every game.
With this, you'd presumably put your highest-mark turrets on the most important defensive positions, and unlocking higher-mark turrets would actually let you increase how much "bang" you got for your defense-control "buck". And one of the decisions facing you is where to put the lower turrets, much like you have to figure out how to use the lower-mark fleet ships (of course, I suspect they just get thrown in the grinder with the rest of the fleet ships).
The point of this discussion is to give the AI a means to break a shield wall choke point, or at least threaten it.
Not exactly. My original reasons are:
1) Make it more likely that defending against a large AI attack (think CPA, exo, double-max-time-wave-on-high-diff, much of anything if AIP has gone out of control, etc) will require defensive action on more than one planet.
2) Give the player more choices on the offense, specifically letting them deploy turrets, forts, FFs, etc.