I could make it do 8% to 25 on low caps, 4% to 50 on normal caps, and 2% to 100 on high caps. I believe that would be the closest thing to consistency.
My problem still remains that a ship that has a niche purpose does the same dps as a ship for general purpose. Yes, it's a cool feature. But still, a very limited one.
We can increase the overall dps of the siege, too, if it makes sense. I'm trying to avoid creating the "I-Win-Button Starship" because the last time I did that it quietly disappeared one night
And if ff-sieging is simply too niche, I could just make it always hit up to 50 (or whatever) nearby enemy units for 4%, so you wouldn't need an ff involved. Of course, then it's more like a "Flak Starship" And I think if I change that thing's name again it's going to find me and kill me. And now it can actually hit something.
Anyway, give it a whirl, tell me how it does. There's already a few changes in the pipeline.
Okay, goofing off with small strike team raiding with the siege. Using a few light starships to cover it so it doesn't end up getting beaten to death by fighters, otherwise testing out its personal mechanics.
I'm currently besieging (heh, woot) a TIII ARS world with a lot of guard posts on it. The mechanics, as they were described, work as advertised. But a few things.
1) Most forcefields will fall before a concerted attack long before the 1% is actually effective. With siege only you have to be very careful about the 'wake up the planet' rules (2x firepower?). Guardians will still live through a siege, but that's not really a problem, they can actually shoot those.
2) It needs range,but it's over-ranged at the moment at 19k. Anti-starship guardpost is 17k. Make it 12k. Or 8k with a 10k dampening field. Long enough to 'besiege' normal things but not anything built for range.
3) I'm having a real hard time building anything up over 100 ships under a FF. Oh, I can annoy large outpost areas, but they spread out. However, if the Siege starship can't target small ships, and larger ships are going to get their worlds rocked pretty quick against a small armada of these things, flak with non FF isn't going to do much. I definately believe it needs to do more to less, and start with the weakest ships. On standard, 4% to 50 seems reasonable.
4) I'm having a hard time validating doing a tech tree increase for the siege starship, for a couple of reasons.
4a) More ships without a benefit is just firepower over time.
Considering you don't want to wake the planet, you're going minimal firepower. If there was a reasonable way to judge these things other than an artform of 'touch and feel', it'd make more sense. My test had been 120 Siegecraft in a 8*HW... um, apparently that's not normal. I really need to figure out the rules for when the AI will wake up the cold-storage units locally, other than shooting at something they're defending or in their flock.
4b) There's no reason to waste science when my little sieges can do the exact same thing eventually, particularly in quiet systems.
4c) They don't add enough firepower to 'fleet balls' for their niche. They're raiders as built at the moment. I'm not against this, but there's no reason to improve them.
5) They are absolutely lovely against hybrids (particularly with their long range), if anyone else is deciding to try to play with the new hybrid enemies.
...
I've mentioned range 3 to 4 times now. I'm afraid of a very short range for this unit. I could have bomber stars for something that's going to get too close, and those are anti-fortress/speed raider worthy. It's artillery and bombers fleet ships will chew it up. It shouldn't sniper, but it can't outrun *jackall* either.
I'm still toying around with it, but my immediate observations of messing around with them in an old 7/7 game, a 9/9 advanced-hybrid (which I'm going to lose, so it's basically a testbed for wild ideas), and a 8*Homeworld game where I have around 40 of the things.
They are particularly NASTY against exos, btw. Look at all those siege spirecra.... errr, look at all those siege spirecraft PARTS... wow.