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The result here was that high damage couldn't outweigh low HP but high HP and low damage was much tougher to overcome.
However, too much HP and too low of damage just creates boring fights. I think there's a balance in there where I reduce the damage output of defenses a bit and increase hull a bit to make these battles more fun.
However, looking at how I tend to approach attacking them, it really failed in making for interesting battles and mostly just delayed things until I could overwhelm it. Further, knowing that defenses were strong enough to seriously deter enemies meant I didn't have to think much about my fleet placements. Last of all it seems that excessively strong defenses tends to pacify the AI because they use the strength values to determine many of their actions.
So, I'm looking at a different approach now. Defenses will be low damage output but stronger hull and focus on different objectives based on the defense type. The thought here is that this will make the AI more willing to take on defended systems by mid game and give the player interesting approaches to taking on the different defensive structures.
This does make blueprints a lot bigger in terms of weapons slots and harder to ensure things get added in correctly with all the possible combinations. However the result should be semi-dynamic defenses where you'll see cannons and missiles for groups that like missiles or beams and cannons or even drones and cannons.
This might take a few versions to really work out all the kinks. :)
Not every race will instantly replace all weapons with Death Rays on their ships. Some might kit out a few ships and you'll see these weapons somewhat rarely. Others will go all in (Mrrshan, looking at you) so there should be some variety in what you see.
I'm still tweaking monster and guardian balance. I'd like to see the guardian come into play early mid game more reliably so you should feel some pressure to take Orion before the AI.
Slight update: Sol has adjusted the way space is allocated on the more complex blueprint weapon chains so it's now going to only allocate space to weapons that are able to fit on the ship. This has helped me get some of the defenses blueprints functioning better and over time can help me better allow AI blueprints to evolve through the game.
I'll be doing some final testing here to make sure I didn't break anything and the new defenses feel right when I face them in a game where I'm not just testing to make sure they get the right weapons. Most likely this will result in a few tweaks to base hull strength.