:\ you cant repair spirecraft from asteroids?
will they regen at all? maybe? a little bit?
No, I think not. We'll see how these things feel in practice, but asteroids are pretty plentiful and the idea is for these to be single-use consumables that you have a limited store of. There's not very much of that sort of thing in the game, and I think that sort of "high opportunity cost" ship is a positive addition. And I can't stress enough the awesomeness of these ships in terms of health, etc -- the highest-mark ones are actually larger than a lot of golems. The mark V shield bearer has 70m health and doesn't reduce the shots of ships underneath, for instance. I mean, that's just devastating. Adding repair-ability to that would let it just be an ongoing sweep that would never be balanced.
Bear in mind these spirecraft don't cost you knowledge or remove your ability to use any of the other ships you already are used to using. The DO cost quite a lot of metal/crystal, but the results are worth it even if not something you can continuously farm for the rest of the game. I hadn't decided to make them unrepairable until today, but I think that's pretty much a needed hook for them. The alternative is to make them boringly low-key instead, closer to starships. And starships are awesome, of course, but we already have a ton of those. I also figured this solves the issue of people being overly paranoid with these units, which can't be rebuilt after being built the first time (well, unless you find new asteroids of the appropriate sort, but those are finite also as you know).
With golems, there are only three of those per map, so having them be (expensively) repairable and with strength that is somewhat constrained by their beefing of the AI in reinforcements/waves, and their being tied to enemy warp gates for supply, makes those work reasonably well. By contrast, here we have something that is built on a finite resource, but there are dozens if not a hundred or more of asteroids in big maps, and you
don't have to capture planets in order to farm them -- so you can raid enemy territory to get these without even costing any AI Progress to take them! That's really different, and why I felt like they needed to be not only based on a finite resource, but also finite in and of themselves.
In summary: they'll be suitably awesome while they're alive, they don't stir up the AI, they don't cost knowledge, they don't increase AI Progress, or anything else. But they require the finite resource of asteroids, and quite a bit of metal/crystal, and when they're gone, they're gone. This makes the spirecraft, in essence, trump cards. Very interesting trump cards.
I think that's a lot more interesting than making them more like golems with heavy ongoing costs, or weaker like starships. These are something new, and I think people will like it. There's no reason to fear using these, because not using them is as bad as losing them or not having them to begin with. So I don't think we'll see people avoiding these like we did with the golems at the start.