Haven't caught up on the thread (just wanting to wind down with playing the game instead of debating it
), but something I noticed:
EDIT: Speaking of rare resources, what are the seeding rates of the various asteroids? Are MkIV-V SCs as rare as proper golems? How far out do you have to venture from your home to get the various levels and does the difficulty ofacquiring them match the gains from the higher marks?
In my
120-planet game (X map, 7/7, Rand(Easy + Medium) --> Mine + Vicious Raider, all Exo sources on, FS, 3 Champs)...
I got 2 Titanite (highest-level asteroids).
In the Whole.
Dang.
Galaxy.
Next level down is Adamitite at 9.
Granted, this is one data point, but still, I was surprised. And I know that things don't entirely scale for 120 planets, but 11? Seriously? < 10%?
So the first question is are there any ships that are / are not worth spending my 11 highest-end asteroids for? That is, are there any "must-have" or "don't bother" ships?
Are there any ships worth spending 20 AIP
just for them?In my specific case, Titanite ships are worth about 4x as much as a Golem by rarity. I have to take the 2 planets to use them, and if they die, then that's it. At least in this seeding I got 9 Golems (+1 Botnet): 3 Cursed, 3 Regen, 2 Arty, 1 Armor.
I honestly don't see anything in this list worth writing home about (based on intuition; no numbers crunched unless otherwise indicated):
- Scouts --- 3 jumps round-trip? I'll just pound at the Tachyons if I have to; in my case, whole galaxy's scouted with Scout II and Scout SS II's. If I need more monitors, I'll unlock Scout IIIs; at least I can easily reposition them.
- Shield Bearers --- ABSOLUTELY NOT, given that I can't repair them and they'll get nuked by an exo anyways. I'd rather defend with Champs + Golems.
And so help me, if somebody makes the argument that I have other toys to defend against the exos, I SWEAR, BY THE BIG COMPUTER IN THE SKY...!
- Jumpship --- could be useful to get out of a jam, but it's easier and more AIP cost-effective to just pound at the AI with my Champs + Golems; besides, I play a higher AIP game anyways.
- Attritioner --- I'm playing on low caps. From what I can tell, it doesn't scale based on caps --- less damage to spread around ---, so useful, but nowhere near worth 20 AIP or 4x as valuable as a Golem.
- Ion Blaster, Penetrator --- alright, now we're talking. Except... Ion Blaster MkVs have less range than a Plasma SS MkI and the same cap-health, and Penetrators have 70% of the attack and 50% of the health of an Arty Golem (and I got 2 of them in the galaxy as well). Now, I'm not factoring in top-DPS or armor or anything, just a quick comparison, but still...
Taking the rarity : power ratio (which is a flawed relation, I'll agree) + the fragility of the lower marks + destructibility (yes, it's my schtick, but ONE DAY I'LL SHOW YOU ALL!
), this'll probably be the last game I play with Spirecraft, I'm sad to say.
A random thought as I'm finishing up the post: essentially require that Spire Asteroids be brought back to the home base, at which point you can build a Spire Fab of your choice appropriate for that asteroid. You could have chase exos or general exos spawn due to either the taking of the asteroid or the construction of the Fab, or something similar. I realize this is kinda encroaching on Fallen Spire, but I think it still kinda fits thematically and would make Spirecraft a lot more interesting without requiring a huge amount of balancing (especially considering the recent SS buffs).
edit: Hell, just maintain a counter of some sort. I'm sure y'all can figure out something "interesting" (i.e., "Oh God, oh God, we're all going to die") to do with it.