1 Martyr Per asteriod.
Could force you to use them more tactically, rather than just for every cpa, gate wave etc. and still have the other Spirecraft.
or..
Would you just use every asteriod on Martyrs and never consider the other Spirecraft avaliable. See below..
Yea, that's one danger, but the hope is that by increasing the cost of the unit, and perhaps increasing the usefulness of the alternate units, that decision will become less of a given and more interesting.
Oh, and to be clear about what I'm thinking, currently:
Reptite -> currently 2 MkI -> will be can't-build-martyrs
Pysite -> currently 4 MkIs or 2 MkIIs -> will be 1 MkI
Xampite -> currently 4 IIs or 2 IIIs -> will be 1 II
Ebonite -> currently 4 IIIs or 2 IVs -> will be 1 III
Adamantite -> currently 4 IVs or 2 Vs -> will be 1 IV
That pushes the V off the chart (I think someone already suggested this, as that sounds familiar), but that's not that big a deal if the MkIs are already so powerful.
Another thing we discussed during Fridays game
mk I do 1 million dmg 3100 range, Mk II 2 million 3600 range, mk III 3 million 4100 range..
Most mk I-IV ships are below 1 million health (A few exceptions most notably LoTS ships)
Making mk I martyrs the best choice, using any higher are not wasted asteriods, but a less efficent choice.
Halving the dmg of each rank would then not guarentee a full destruction of wave, and/or force you to use higher ranks.
The range effect is not noticable really.
Yea, this is another issue with the current balance: it appears there really isn't any big reason to use higher mark martyrs. I dunno if I want to nerf the damage because its role is basically to be a "get out of jail free" card. But the other stats don't really make for a big difference either: area-of-effect, movement speed, hp/armor, number of tractors, etc.
So it might come down to adjust the damage so that mkIs can (by virtue of damage, not some special insta-kill rules) kill any mkI or II fleet ship, mk IIs can kill any II or III fleet ship, etc. And you can use them against the higher marks but it would take more martyrs to knock out a wave of high-hp ships. Though of course this would vary widely by which cap scale was being used and I'd rather not scale the damage this thing does by that.
Anyway, I want to make sure that these stay unquestionably useful, I just want to make sure the costs are appropriate. How much is a free get out of jail card really worth? Etc.
Spirecraft Scouts.
Kinda useless.. With their self attrition. The reduction in cost of Mk4 Scout Starships and basic scout drone numbers, we felt that we would never use them.
Interesting, I've actually had folks complain to me that these are so OP that they basically make the entire scouting game trivial. Though perhaps what you're saying is that there are other cheaper (non-asteroid-using) ways to make the scouting game trivial.
Spirecraft Jumpship.
Tiny capacity 5-25 max, self attrition on higher mk planets. Could only see them start to be useful at mk III+ and then due to capacity, only seemed useful for raid type attacks (Destorying a long range Data Center as example)
Hmm, yea, I could see these being difficult to get your money's worth with. I wonder what other folks think. The tactical options these offer are pretty significant, in theory.
Spirecraft Ram
2000 range target seek, they seemed to hit some strange targets sometimes and often died before even hitting it.
Some folks _really_ like using these against the bigger AI forcefields, iirc, or avengers and the like, though it may be that implosion artillery kind of steals their thunder.
Spirecraft Imposion Artillery
Useful, most especially in larger numbers and against high health targets. Otherwise sometimes difficult to notice there affect.
Seems like they're about right, it's a specialized niche but an important one if you have any kind of exos going on.
Spirecraft Siege Towers
Like cheap mini Fortress that can use wormholes.
Yea, these seem to be the go-to for folks looking for a way to translate their asteroids into ships that blow stuff up without blowing themselves up.
Spirecraft Shield Bearer
Due to number of ships with 3 players, Shields on mk I & II, just didn't cut it and unfortunely by the time you can get mk III (Ebonite), other spirecraft were much more disirable.
We could buff the hp on these, or something like that; seems like they could do well as emergency defense shields and whatnot.
Spirecraft Attritioner
Defensive only. Incredibly hard to notice their affect due to dmg per sec.
They were normally an very late after thought on very heavily defended planets..
Yea, just not enough juice for the squeeze of using these, it seems. I may be wrong, but generally it feels like I encounter two kinds of battles in AIW: battles that are over quickly, and battles I lose. If it's over quickly, an attritioner isn't really what I'm looking for. Not sure what to do with these, other than maybe add some secondary effects (armor rot? Though really that might be even more only-effective-in-long-fights) and perhaps buff the damage.
Spirecraft Ion Blaster
There is a whole thread dedicated to these. http://www.arcengames.com/forums/index.php/topic,8948.0.html
Never used them. Not much use before mk III, huge cost, small cap. Kills 1 ship every 4 seconds, when often facing thousands.. Not worth it.
Right, I'm definitely wanting to revise ion weaponry. These things should be fairly fearsome.
Spirecraft Penetrator
Useful for taking out high health targets. 30 min cd did mean a few times we forgot we had them or where we had hit them away.
Yea, I think these are in a decent place, though very micro-dependent as your experience indicates. But it fills an important niche and gives you a tactical option you don't generally have otherwise.