True, it would help, maybe I just don't like taking chunks out of the reserve unless you set up an actual transport system and everything in the game. (The reserves now are purely virtual, so in effect you're paying an enemy to occupy your planets? Makes no sense compared to economic downfall) Perhaps I just dislike it because I'm afraid it'll shorten wars more (raid & white out) which is beneficial for doomstack strategies vs one where you can actually rebuild during the war."Bouncing" planets to get the raiding bonus over and over again has an easy fix; a planet can only be raided every X months, years or whatever. There has to be a way to touch stored minerals (and energy maybe) for reasons that you actually already stated in your last post:
"(And again, I should have some reserves built up for war anyway, so losing 10-20 energy & minerals a month when I'm knee deep in red numbers doesn't matter if I can win the war in a couple of years)."
The problem with defender +Evasion is that you're then on a course towards Corvette swarms hitting 90% Evasion again, meaning you're effectively better off defending with a smaller Corv fleet than adding in your own Cruisers & Battleships. It also doesn't make sense, because if the enemy is firing at the same rate, with 5 ships at your 1, then they could have interlocking fields of fire and pretty much guarantee atleast 1 hit, not miss all 5 of them. If anything, this just screams for a bonus where you get +X tracking and -2X accuracy to simulate blanket firing "rain of fire" (Corvettes die just as fast, Battleships were getting hit anyway, so will survive longer due to attacker's accuracy loss) A more logical change in Evasion would be a penalty for the attacker, but that just means you stack more capital ships and use Corvettes as a secondary line to bombard planets or defend with. (Would this actually work?)Anyway, to respond to this. We're actually trying to achieve the same thing, that is, address Issue #4 in the summary, doomstacks near-instantly deleting smaller fleets. That's what I'm saying too. My suggestion has an automatic introduction of 'evasive manouvers' but without the penalty to damage. (Your -30% hit chance and damage is VERY harsh by the way). You must not have read what I suggested regarding my RP penalty, the addition of a single mining station or corvette to a midgame fleet engagement would have an effect so small that it would be rounded off, because the formula I proposed makes the bonus for evasive manouvers scale to the actual ratio of outnumbering, with values clamped to a certain range so beyond a certain difference it wouldn't matter. (If you've got 2x evasion or whatever the max bonus is, but I've got 10x your forces you're still going to die quick).
Now, does slower combat speed have an effect by itself? No
But does that matter? No. I wasn't talking about doomstack vs doomstack combat. I was talking about doomstack vs smaller, split fleets.
Like I said before, you can't consider any change in isolation. Let's assume the changes we have is something from the high value planets plus this. What is the result? The result is that it's no longer desirable to use a giant fleet to engage things a fraction of its size. The giant fleet will still win handily, but because it takes longer, the side with the split fleets will have time to invade multiple worlds at once.
At the moment, using a giant fleet to kill much smaller fleets is rewarded, overkill is good because you lose nothing and it's so quick you can mop up the enemy so fast.
But the Fire Rate thing would work both ways. As said, firing simultaneously can cause issues, think of it as waiting for a hit to see if the target shifts position due to the impact, wait for debris to clear for targeting sensors etc. On the defending side it's more of a "forget targetting computers, just fire and you're sure to hit something" kind of thing
As for the Evasion penalty, I wanted to simulate covering fire, namely just randomly firing in their general direction in the hopes of slowing them down more than actually hitting them. I also wanted to make sure that in all circumstances, the effective military power of an evading fleet would not go up because it was in evasion mode. The 2 penalties are roughly a -50% while the evasion bonus would provide +50% life expectancy for Destroyers & Cruisers (depending on targetting weaponry) actually less for Battleships (too large to dodge with) and more so for Corvettes. To me, this all seems acceptable from a logical/tactical space combat PoV. This would also give players the option to save fleets with a tactical retreat rather than just stuff them in an alternative dimension for a month an hope nobody grows extra limbs when they get back.
As an afterthought to measuring Relative Power: To prevent tech becoming useless, maybe it needs to be scaled to fleet naval amount? If we add some shielding & extra weapon slot to mining stations (god, please do!) they could be strong enough to account for 1 cap in fights; 2-3 Small weapons of starter tech, 1 S Shield, sort of a stationary Corvette, getting military station tech boni as well. Defense stations (2,4,8 "power" seems relatively OK) still wouldn't actively account for Naval Cap, but atleast they would have a power indication on them. Space stations could have scaling strength, say 2 power per level? This would also mean that (a)FE with vastly superior tech are still dangerous, because they don't get penalised as much from having better weaponry and thus remain relevant longer in the game.
PS: No I don't hate Corvettes, but my logic was that they are generally speaking very fragile and if swarmed with enemy ships, should lose out on their Evasion bonus because of crossfire possibilities. Battleships on the other end are expecting to get hit anyway, and have too much inertia to dodge fire anyway, so it makes sense they are built to withstand damage.