Annnd some more ideas. I intend to dominate here, but I don't want to do it using ideas that haven't been made public. Here's some more ideas I have, some discussed with Me2005 and some not.
12 points, has been discussed with Me2005. At level 1, every 10 of your PI counts as one PS for battle purposes. At level 2, every 9 of your PI counts as 1 PS for battle purposes. As it stands, the tech maxes out at level 5--every 5 PI contributes 1 PS to the battle. I wanted it higher, but Me2005 made an excellent point that any higher ratio leads to abandoning PS development altogether.
12 points to research, 6 points per planet to install. Requires max-level Dual-Purpose Construction. Not discussed with Me2005. If the fighting PI are overwhelmed, they detonate sub-surface nukes to stay out of the hands of the enemy. Each PI rolls a 1/20 fail. If it passes, it detonates and rolls a 1/6 chance of destroying enemy FS. If this is triggered, it means that all PS/PI were defeated in fighting. That means it's only fair for all PI to detonate, even if all enemy FS are destroyed with a lesser explosion. ***Needs input from Me2005***
FS Projection FTL (Blink):
12 points. Not discussed with Me2005. A fleet-based inverse to the warpgate system. Instead of requiring Warp Gates and reaching 3x your current FTL, Blink is fleet-supported (no special deployment required) and goes only 1/3 of your normal FTL. The benefit is that you pass through that space without touching any of the intervening hexes. If I have FTL9, I can "blink" 3 hexes, past your defensive colonies and right into your squishy heartland. It seems reasonable that a high enough level of Interdiction would prevent this, or at least reduce the effective range. I'm thinking level 3 Interdiction removes 1 hex from Blink Range within your territory, Level 4 Interdiction removes 2 hex from Blink Range, and so on. Because nothing should be without a counter. ***Needs input from Me2005***
Fleet Weapons Module:
12 points. Discussed some with Me2005. Enables all of your Defensive Stations to use special Fleet Techs such as EMP, Barrage, Reflective Shields, etc. If you intend to use a lot of fleet techs, this will at some point be the strongest single Tech in your defensive arsenal.
Anybody else have ideas they'd like to share?