Just because we don't like the solutions you came up with, doesn't change the fact that developers changed it because of that balance concern.
Oh really? Then let's discuss why you don't like the solutions I came up with.
If you could drop the re-buffed PJI and/or the superweapon from the game in the pregame setup options (one of my solutions), and if you are a player who doesn't like the idea of playing some turtler with a superweapon, you simply do the following:
When hosting a game, you drop the re-buffed PJI, but keep the superweapon. Alternatively, if you are not hosting a game, you look for a game to join which has the PJI dropped but keeps the superweapon. This would create a game almost identical to the game that you have now.
Effect: You get the game you want to play, with the gameplay mechanic that exists now. Others get the game they want to play, with a different gameplay mechanic. You are happy, they are happy.
Now, why don't you like that solution, since it gives you the game you want to play, while also giving others the game they want to play? The only possible reason would be that you want to force OTHERS to play YOUR particular game. See, I don't. I want everybody to have the game they want. Go ahead, give me a good reason why you oppose such an idea, since it would be no skin off your nose, since you would be getting exactly the kind of game you want to play. I'm listening.
And while the beta 3 / 4 version didn't cause OP defensive issues, thats because we didn't have any super weapons to play around with.
My proposition above eliminates this concern for you - you would either 1) keep the PJI but drop the superweapon, 2) drop the PJI but keep the superweapon, or 3) drop both in your particular games (probably option 2 or 3 for the gameplay mechanic you are looking for). Now, you just said above that it eliminated any OP defensive issues when you dropped the superweapons. So what's your problem with my proposition, since it allows you to do this?
Unless I'm missing something, your arguments have been defeated, so I'll move on to other peoples' comments.
Clearly defenses would be bolstered by capital ships, since what you're suggesting would no longer enable ships to bypass planets, only retreat from them. So, in essence, what this would create is thinly veiled battle lines, where the only way to progress the line is to take front line planets and so forth.
Or destroy front line PJIs, yes. I like this gameplay mechanic. If you don't, you'd do what the guy above does - drop the PJI from your games (that is, assuming we could wave a magic wand and change the game that way, which we can't of course).
Now unless they limit the production of PJI's, every planet will surely have one. What all this will clearly amount to is folks blocking their front lines with ship/defenses, and the game, essentially, forcing, people to fight through said defenses to reach the PJI.
Sounds fine and dandy to me. It simulates a lot of warfare in human history, going all the way back to the Battle of Thermopolye (I'm sure I spelled that wrong). Seems to make all the sense in the world to use a map's geography to your tactical and strategic advantage. I don't know why the gameplay mechanic you advocate is superior to the gameplay mechanic outlined above. But again, if you don't like this play style, my suggestions for modifying the game wouldn't force you into it - you'd get the game you want to play.
You really think a player with a clear understanding of strategy is not going to stock up their front line planets with PJI'? Or better yet, not have large fleets parked in the same location, waiting to continue the advance, since, mind you, you'll no longer have to pursue renegade fleets throughout your territory.
Sure, I would stock up my front line planets with PJIs, defenses, fleets, etc. given the opportunity to do so, and given no better tradeoff to pursue at the moment (additional expansion, an attack, whatever). Why wouldn't I? And why shouldn't I? You prefer I chase your renegade fleets through my territory, and you chase mine through yours? Why is that somehow superior?
Atleast that's the impression I'm getting, no, I'd prefer if they'ed just increase the time PJI' inhibit the enemy.
I see. You have one particular taste in a game, I have another. To each his own.
But I do have a question: Why do you advocate increasing the PJI's effectiveness at all? Why don't you either advocate keeping it the way it is now (totally ineffective), or just eliminating it altogether? I don't know what a slightly enhanced PJI does for the style of gameplay you advocate. It seems you are just advocating it be buffed somewhat for no good reason at all.
Moving on to the next person.
If the PJI is buffed back to the way it was you will see most games play out with everyone as TEC, everyone has a pit of death opposing the enemy's pit of death and then everyone builds 8 or more super weapons and proceeds to kill off the other players planets before they kill off your planets.
I'd much rather have that gameplay mechanic than the one we have now. You'd much rather have the current gameplay mechanic than the one you just described. So what this boils down to is, you don't like the style of game I like, and I don't like the style of game you like. This is the uber-point I made way up there which spawned this series of back and forths: there are opposing camps with different ideas on gameplay philosophy.
By the way, I also had another suggestion, which is equally as simple conceptually as my previous one: Research into PJI cuts off research into superweapon, and research into superweapon cuts off research into PJI. In other words, a player could have a PJI or a superweapon, but not both. This would eliminate your concern.
... ya thats an exciting game right there.
Yeah, so is the one we have now. Oh joy, phase lanes mean nothing strategically. Why have them at all? Why not just disconnect all phase lanes, and make it so anytime you are outside the gravity well, you are in phase space and can zip around to other planets or stars? Would make far more sense. Oh joy, I just tried to expand to another planet, but I see an enemy fleet heading towards my planet. Time to head back to my planet to defend it! Oh joy, when I went back to defend he left again. Well, I won't play tag, I'll just try to expand again. Oh joy, while trying to expand again, a whole fleet of enemy siege frigates just passed me, going to all my planets! There is no way they can be stopped or deterred unless my fleet goes back to chase them!
Back and forth. Back and forth. Back and forth. Ya, that's an exciting game right there too. Harassment tactics out the ying-yang. Never time to plot or execute any kind of strategy, because the game has boiled down to nothing but tactical hit and runs, raids, and putting out fires everywhere. Boy, my wrist hurts already, just thinking about so much clicking and maneuvering with the mouse. Tell me, what on earth does any of this "running around putting out fires" all over the place have to do with strategy???????
Moving on....
If Phase Inhibitors could lock down passage further into systems :
Scenario 1 : You attack with a light fleet...
Scenario 2 : You attack the choke with the largest fleet you can muster...
Scenario 3 : You invade the system with your entire fleet...
These scenarios represent your only 3 strategic options that I can see(if I missed something, tell me, please).
Sure, you are missing several things in your carefully constructed scenarios.
There is no "perfect" gameplay dynamic where there is the theoretical impossibility of a stalemate. In your scenarios, you have constructed two perfectly matched players who have equal amounts of skill. They have fought to obtain equal areas of the map. They have equal economies, equal positions, and equal "will to win." Neither one refuses to call the game a draw, both want to keep butting heads. What's the problem? Doesn't the same thing exist in chess (ever heard of stalemate)? Doesn't the same thing exist in war (think about the trenches between the Germans and French in WWI)? Doesn't the same thing exist in anything? Of course it does.
The same thing even exists in the gameplay mechanic you advocate - the one we have now, and I can prove it with my own carefully constructed scenario: I get a fleet together and rush to my opponent's homeworld, bypassing any of his border worlds and defenses. He gets a fleet together and rushes to my homeworld, bypassing any of my border worlds and defenses. We actually pass each other in the middle of the map, but I continue on and he continues on. I take out all his structures with my fleet and bomb his world into submission. He takes out all my structures with his fleet and bombs my world into submission. I colonize his world, he colonizes mine. We have now just switched places, so we repeat the process. Theoretically, it is a stalemate, since he is no better player than I am.
I can construct other scenarios too. Would you like me to?