@Bognor - to be fair I don't think RCIX is off as many of the people in this thread are making him out to be.
In his list he included:
MLRS
Laser Gatling
Anti-Armor
Tachyon Microfighter
Armor Ship
Bulletproof Fighter
Infiltrator
Autocannon Minipod
Raider
Space Tank
Chameleon*
Impulse Reaction Emitter
Spire Armor Rotter
Zenith Polarizer
Sentinel
Sniper
Armor Booster
Mirror?
While most of these are USEABLE, they are inferior to many other, better ship types which excel in more situations.
Let me put it like this: If each bonus ship could be rated on a scale of usefulness from 1 to 10, most of them would probably fall into the 5-7 range. A few of them would fall into the 8-10 range. And then the rest would be 4 or below.
The problem is that the player always has access to the best ones, the ones that fall into the 8-10 range. You can start the game with one, and you can ARS hack to keep getting them.
The AI can get a ship that falls anywhere ON the scale.
This has already been mentioned before, but the problem with the current state of balance is that ship's resource cost is given such a high value of a unit's worth. That all looks good on paper, but when you're actually out fighting with your Fleetball (aka, 90% of the game), how cheap a unit is, or how fast it can be produced, is completely irrelevant. What's most relevant for a ship to have is staying power, damage, and survivability in a fleetball. Therefore, a lot of the cheaper, more expendable units like Laser Gatlings, Microfighters, Minipods, and many more are not that useful. In fact, the best units in the game are usually the ones that are expensive as balls compared to the others, such as the Railclusters, Medic Frigates, Stealth Battleships, Spire Corvettes, Spire Maws, and such. These are not powerful because they're cheap or they build quickly, they're powerful because they contribute the most to your fleet, they survive a lot longer, and can be repaired between engagements.
For the vast majority of the game, even on higher difficulties, players with MKII Harvesters (which I consider a mandatory unlock) are going to have plenty of resources to do whatever they want. Therefore being able to build cheaply, or reproduce quickly, pales in comparison to sheer survivability, range, and power.
Enclave Starships are probably the only exception to this because they can reproduce on the frontlines BUT even those have a fundamental design flaw in that the MKIV Variety is so knowledge-expensive that nobody uses them.
Even if you
are to use Enclave Starships, the Neinzul Swarmers are much more effective and well-suited for that type of cheap, fast-producing role than are the other non-Neinzul ships of that category by leaps and bounds (which makes them kind of useless).