1. Is seeded on the map when "cloaking" is disabled, and can be chosen by players as the bonus ship. However, if picked when cloaking is disabled, does not appear in the Starship Constructor, and therefore can't be built. (bug)
Yep, can fix that. The logic for the bonus ship types is done more by inference than I remembered at the time, and the inference doesn't detect "is a ship that builds cloaked ships".
2. Probably shouldn't be selectable with the rest of your fleet (so make it like the Neinzul Enclave Starship) because it is extremely fragile, its weapons are weak, and you probably want to produce from a good distance away. Also, this allows you to select all the Neinzul ships around it quite easily instead of having to do it manually.
3. It's weapons are laughable, remove them. This will allow the player to use the "FRD" mechanic so that produced neinzul ships instantly become useful, while the Carrier itself doesn't fly into battle and die.
The weapons are designed for point-defense (counter-drones) but I can remove them, and that would enable the non-military selection. But then we'll need a brave toggle, etc.
4. Shrikes can not "pause", which means they are unable to hold fire...which means their cloak ability is almost useless.
Didn't realize they didn't have a pause, can fix that.
5. The Mobile Repair Station can do everything this ship can do, but better because it has access to your entire fleet. Also, it can repair. Shrikes alone are not a good enough to justify using this ship (especially because whether or not you get more Neinzul ships later is a crapshoot). I suggest giving it the Neinzul Regeneration Chamber ability to further accent its role and give it a distinct advantage over the MRS.
I had meant to add that and just forgot, but how does that ability help very much if "getting more younglings is a crapshoot" discounts its main ability? Would it not discount the regen chamber ability too? I doubt that the ability to field-repair shrikes really matters, right? Faster to just make more.
In fact, and this is a question I need answered before I do the regen chamber thing: isn't adding a Regen-chamber effect to these an effective
nerf rather than buff, because of the number of younglings it will be unable to build because they're stuck in the regen sucking up ship cap?
Until all these changes are made, the NCC won't be viable imo.
My inclination then is to just take the ship back out (the plan was for 5 or 6 bonus types for this expansion, and we've already got the other 5) or maybe do something totally different (and fairly simple) with it.
I'm guessing that this one will just get the perpetual dissatisfaction of the original Enclave Starship before we made it no longer a space dock and made it deploy drones automatically.