Some of the talks of Knowledge raiding make me think of Knowledge gathering in general. So I thought I'd post some random brainstorming I've been having. This is on the topic of just regular knowledge gathering, not Knowledge raiding.
There really isn't much difference between the Mark I and Mark II Science Lab. Or rather, the Mark II is really more of a trap for new players. Sure it is supposed to be "armored" for work in dangerous systems, but it has 120k health and 1.5k armor. It will die to 25 Mark II Fighters in a single volley, and Fighters don't even have a beneficial hull multiplier against it. Just five Mark I Missile Frigates can kill it in a single volley. It has only 15% more movement speed and although it does gather Knowledge 50% faster, it costs 5k energy compared to 2k and the resource costs are unusually high at x3 metal and crystal for a Mark II unit instead of the normal x2.
So I'm wondering if some kind of change is in order. I though up a few alternatives:
A) Unit Re-balance: Reduce the energy cost to 3.5k, so you are basically paying just a 500 energy premium for a tougher Science Lab. Double the health and armor to 240k health and 3k armor. That's still less than the Mark III. I think the metal and crystal costs are too high (24k and 2.4k) but the construction time is too low (2 minutes base). Drop the materials to 16k and 1.6k (double the Mark I materials, which is the same as most Mark II units) but up the time to 5-7.5 minutes. That Mark III takes 15 minutes, so somewhere between 5 and 7.5 seems a good middle ground.
B) Heavy Unit Re-balance: Same as above except increase the health to 480k health, armor to 6k, and construction time to 7.5 minutes. This is actually better health and armor than the Mark III, but the Mark III has a unique special ability so it isn't unreasonable that there is a trade off.
C) Creative Modification: Give it cloaking. That justifies the energy cost and actually makes is reasonably survivable. If possible the cloaking should require supply. I'd probably also tweak the materials cost from 24k metal and 2.4k crystal to 16k metal (x2 compared to Mark I) and 4k crystal (x5 compared to Mark I).
D) System Change: This actually changes how knowledge gathering works a little (Knowledge raiding remains unchanged). Change the Mark I Science Lab to only be able to gather until a planet reaches 2100 Knowledge. Change the Mark II Science Lab to gather until a planet reaches 3000 Knowledge, but produce only 1 Knowledge. So the Mark II is slower at gathering, but can pull the full amount from a planet. Tweak the other stats between the Mark I and Mark II to the standard x2 values: 80k health, 1k armor, 16k metal, 1.6k crystal, 4k energy. So a player with a Mark I and Mark II would gather very similarly to what a Mark II does now, but for 1k less energy with a slightly more fragile Mark II Lab, and gathering the last 900 Knowledge would take twice as long because the Mark I would stop working. ARS would still be able to gather to 3k Knowledge and that feature would make them much more valuable to keep alive.