lots of good changes again, i only had a few things to mention.
During today’'s test i mentioned the cruiser shields are too strong, but thinking about it a bit more maybe it’s just the shield overcharge that’s too strong. Maybe if just overcharge on the cruiser was reduced to 100, and just shield overcharge on the dessie was reduced, it would be enough to make the cruiser feel less tanky. Right now shield overcharge is too often my go-to overcharge during fights, so maybe the issue is just overcharge rather than the cruiser’s base regen rate. Just reducing the rate might move the balance away from overcharging shields without affecting the “basic” survivability when not overcharged (which seems fine, usually).
I feel like the corvette is a bit too strong against smaller ships in terms of damage soak. Maybe it could do with a (small) shield regen reduction too, especially now that interceptors have shorter range and lower accel it seems that the previous situation (where interceptors could usually way too easily kill corvettes) has overshot the other way slightly.
I like the passive income reduction in the sense of less income overall, but it’s still very fast to get a cruiser. I had cruiser money in ~20 minutes based on my recording, and i only spent 10 of those minutes farming turrets efficiently. It is probably possible to get enough for a cruiser in 10 or less minutes if someone really tries hard, it just feels weird that killing 10 turrets can get you a ship that can then destroy the entire station. Maybe halfing or quartering the rewards from base objectives to match the lower passive income to fix the proportions of objective income and passive income would be enough here? not sure.
There were a few other points i forgot… but i gotta run for now. Hopefully will remember them later and make another post.