I feel like there may be some questions that are more so tied together rather than separate instances, like i'd rather have both or neither, but it really is time for a complete overhaul on how planets are attacked/defended....instances/reasons:
1.Defending guild should be allowed to send additional fleets to the Resource Planet as reinforcements while it is being contested.
Yes, however only in the event that there's a recovery time frame of captains to do so (associated with question 4) and the max number of fleets is not increased (associated with question 2).
---Cooldown associated with re-using said captain would be nice as an extra meta to how/when you use certain captains to defend, also this would prevent the re-spamming of certain strategic captains. ie. kasey, sandora, shabasti, maxius, b9, rio. Also, varying these cooldown times based on the type of captain may be interesting to strategies on both sides. ie. vets - 3 hour base; elites - 4 hour base; legends - 6 hour base; mythics - 8 hour base...compounded with a modifier of some sort of +1 star (promotion) = +20 minutes, and/or +10 levels = +10 minutes. Allowing the strategy to choose between spamming weaker captains with fewer numbers, or defending / waiting the extra time to bring in that heavy hitter you need back.
---if the max number of defending fleets is increased, there will be too many fleets to viably make an actual strategy as an attacker. You'll still be stuck in the trap of.....break through gate block; mop up rest of ships. So if the number of ships is increased, then do not allow reinforcements for defenders while the planet is in battle.
(I chose A, yes)
2. Both defending and invading guilds are allowed a maximum of 200 fleets each per Resource Planet battle.
to meet requirements for question 1, I'd choose either stay the same, or fewer.
However, a completely different direction would be, increase the limit, and don't allow reinforcements on the defending side (like it is now) but also; don't allow deceased captains to come back on the assault side. This would make defenders have a larger advantage than they do now....to balance this out, open up both the eastern and western gates as an ability to enter the battlefield for the assault ships. Meaning the defenders need to have their defenses spread out on all 3 gates....minimizing the dumb meta of 'gate blocking'. You might think that this would mean gate blocks will be set up on each gate now, but this wouldn't happen if you think about the scenario/strategy an attacking force would use in this instance.
(I chose B, decrease)
3. When the Resource Planet goes into protection phase while still being contested,
My initial thought would be that it continues on until the planet battle is finished with no further reinforcements; and if the number of fleets is increased, I'd agree with this happening.
However, if the max fleet numbers are lowered, then it may be nice to have the planet battle ended upon ending of battle phase. As the defenders will have shown much more activity in defending the planet over these 24 hours, it may be rewarding that their effort in the 24 hour period were not in vein.
(I chose B, continue)
4. Captains whose fleets were destroyed in the battle for the Resource Planet...
Option A, boggles my mind thinking of the potential strats that would be used for specific captains in this instance, I feel like it's too confusing to even think about without writing down. And not something I could confidently vote on without seeing specific numbers. (Because, it's interesting thinking about how across defending multiple planets you need to choose where a captain starts off or else they won't be able to come to the next one if killed, and at the same guarantees they can't re-enter the battle they just came from, this completely depends on the resolution to question 1. I think ultimately if this answer were chosen, there would be a huge amount of bugs associated with it, because there would be stored information for multiple timers on every single captain to include: which battles they've taken part in, that planet still being in battle phase or not, the cooldown timer...etc. Too many stored numbers and things to look at for every captain. If this happens, we had better get a nice ui to sort out all of our timers with associated captains....because I personally would give up having to go through each captain to see where/when/what can-be/was attacked.)
answer 'B' is filtered in my mind as: 'gg, no spam filters, everyone keep sending your best attack/tank ships. No strategy involved, just brute force this b****'
answer 'c' for this case is the only answer that I can back, as it doesn't involve massive amounts of numbers (potentially to get mixed up in bugs) and it allows reinforcements on both sides without people just spamming their best attack/tanks continuously.
(I chose C, redeploy after recovery timer)
There's a lot of options you can go to mix-up the current planet game. Ultimately, I feel like the direction should be, involve more activity from the whole guild (lower the power of any 1 specific individual....which there's many options here to do with timers) and mix-up the current strategy of 'block gate, kill ships' (alternatively, 'kill gate blocks, mop up rest of ships' )