They've been rebalanced substantially in the next one. Only the weasels had the big bonus (5x, actually) against themselves, but that's now gone from them. Should be much better!
not.. against themselves...
its that neinzul ships (in particular the tiger, because tahts the one I picked to give info on)
it has 500k health,
but all attackers do 50x vs the tiger
Now that you have moved attrition down to once per second, the inflated health is no longer required? (back in the slimdx version, the tiger took 416 hp of attrition a tick, 20 times a second)
I'm asking if neinzul ships still need such high health numbers so attrition is always an integer per tick.
There's not a colorization algorithm that we have that would even do that the way that you want. And, that would take massive extra vram, and a lot of programming time. It's not going to happen, there's no incentive for me to spend hours on that.
I note then that your main issue is merely the creation of the colors on demand - i suppose I've no clue how this is done anyway >.< What about then, the calling of a specific sprite based on player color? I mean to say, if instead you provided the forcefield graphic for each color, could they be easily used in the correct place?
(assumption here being that creation of each color's forcefield is trivial on a manual level, if not, then i shall dismiss this on that ground)