Hi.
As I've been pointed in this direction, I'm going to inject a few comments which will certainly be incredibly insightful, as I don't know anything about DN shipyard and remember very little about everything else anyway.
For newcomers: the shipyard tech tree used to be very similar to how all other techs are. Drydock basically gave you cruisers and tech 3 versions of everything. In classic Alleg the problem was caps were dogmeat to everything, that's what we fixed in AllegPlus. We ended up with a shipyard that could go against all three techs. Sup had the easiest time against it, followed by tac, followed by exp but the differences were minor, perhaps ~15%, no more.
So that part of the problem is solvable. Shipyard still wasn'tl used much though.... better than before, but not ideal, not enough to spice things up. If someone used it, they had a good chance of winning with it, but I would say 85% of games had no SY.
The issues were 1) scaling 2) necessity
We took great care to make SY balanced for a given number of players. A+ caps could not be nanned well.. so a couple of nans helped, but more were worthless. Back in the dark ages, (I don't know if that's still the case) nan trains used to be universally hated. Now caps had 3 or 4 (supposedly) badass skycap turrets. We made those stronger, and reduced the effect of nans on caps. Also improved the effectiveness of missiles (so they were harder to shoot down) and skyripper. After the changes the typical attack force would be:
1 nan + 1 nan/scout (to help avoid getting eyed) + 3 or 4 turrets + pilot all in one expensive but strong ship that could, if gunners had their act together and the scout was doing his job, punch through.
As you can see that's a force of 6-7, so there wasn't any need to scale it for anything less than an 8vs8. But we had to make sure a team of 8, not caught asleep and with full blown advanced tech, can take that cap down. Including exp. Problem is, this scales only so far - games up to 16vs16 were fine. but anything more and caps were dogfood again. So my first conclusion:
without a scaling mechanism, shipyard can only work for a narrow range of game sizes and it's probably not worth revamping
The second issue, which is what that thread linked earlier was trying to address, is necessity: why would you build shipyard instead of building a second tech to complement your primary one? That gave better results primarily because it was cheaper. So the second conclusion:
shipyard must be and economically viable alternative to building up a second tech Moving He3 Yield (which probably ties as the most useful GA with PW damage) to SY promotes this, as well as reducing the lingering exp dominance. Another interesting idea was to put level 4 defensive ship research in shipyard (Super Fighters/Interceptors/Stealths), but it was never implemented/tested.
OK back off to my hibernation. Hugs and kisses all.