Why was the size for Jump Engines changed again?
I always liked having to think about how to get ships through jumppoints.
Aside from the part where a fleet consisting of 50% jumpships that can take 2 each with them can't traverse a point until I split them into subgroups.
The Missile Design is obviously lovely, great changes there; But I have to agree with byrons sentiment.
There should be a switch "buoy/missile" that, if set to missile, further halves generator size, but limits maximum time of the missile to a certain number, say, (flight time at full power)*2.
Because otherwise I see missiles being fired at certain places, opponent dies, and they just stay there forever just in case something comes around.
That'd be too easy, and a serious drag on performance.