Just dropping in to give my 2 cents.
Concerning Antimatter Starships, I haven't used them much in recent memory. Not since their range was reduced, the introduction of radar dampening and keith nerfed their awesome name at least.
I think allowing them to ignore radar dampening would boost their effectiveness IMMENSELY though.
Right now they can only shoot at guard posts (that aren't under a forcefield or are themselves an FF), other starships (which might have radar dampening), turrets (human only). And then of those potential targets, Light Starships/Flagships and just about all the guard posts have radar dampening that precludes the Antimatter Starship from using its range to the fullest.
Not sure if this would be a valid choice though; its my impression Antimatter Starship's attack range was nerfed in the first place to prevent 'sniping' guard posts so 19,000 units might still be too much but ay, there's the rub. We have a ship that is designed to fire from long range but has next to nothing it can fire on at long range!
I am settling into the idea of triangle ships not being able to be your main fleet (you really can't live without starships, which is probably intended, but the reverse doesn't seem to be true).
I don't wanna knock on this 'til I try it myself, but I will say that the games I've been playing lately has seen zero to minimal starship usage (i.e. maybe one or two raid starships for a deep strike on something soft) and been all about my fleet ships, especially the triangle ships! I hardly even missed having starships, so color me surprised someone feels the opposite way.
Could you please elaborate on your strategy, Cyborg? Excluding doing the Fallen Spire campaign for those kick butt spireships, I just don't see how starships are more important than fleet ships.
On starships/fleetships balance, had an idea that might break out of some of the problems that seem to keep it on a loop where we mostly alternate which side is significantly preferable. It might be a pretty loony idea, though, so dunno
Kind of on the fence about this one, keith. It sounds a little complicated having an attack power boost and THEN another system-wide damage boost added on top of that. How do you differentiate them? It also sounds like this 'fire control' could easily wind up as a rather obscure value to track in the same way 'firepower' was. As is, I can't even remember off the top of my head how many ships CAN be munitions boosted by one starship of each type in the Light Starship line ( I counted one time
)! Pretty sure it depends on the ship cap setting too...