Ok, it's been brought up a lot in the past and now it won this current worst-unit poll, so I'm working on rebalancing the normal AI guard posts into something a bit more dangerous. I had a few ideas of varying craziness to change how they're handled conceptually and all that, but decided that they don't really need that, at least at this time. So mainly focusing on just changing stats and so forth. Anyway, I did have a few questions to get clearer on what exactly seems to need the attention.
May as well go by guard post:
Group 1:
Short Range Guard Post
MLRS Guard Post
Missile Guard Post
Passive Guard Post
I'm guessing these are just overall underwhelming in the kind of threat they bring to the table (the "passive" one in particular, heh). My thought is to:
1) rename the "Short Range" into "Needler"
2) rename the "Passive" into "Laser"
3) balance all four along the lines of the four main lines of human turrets (needler/laser/mlrs/missile) with the same hull-type-bonuses and probably same bonus magnitudes, dunno), with each post equalling some % of a ship-cap of the equivalent turret type/mark. Exactly what that % should be, I'm not sure. Something tells me you don't want a single mkIV guard post to be as powerful as a full cap of mkIII (or mkIV, if they existed) turrets
Probably not even as powerful as a full cap of mkIV fleet-ships (turrets are balanced as 3x as powerful as fleetships, for reference).
Group 2:
Arachnid Guard Post
Command Station Shield Guard Post
Stealth Guard Post
I honestly don't hear a lot about the Arachnid. It has a lower seeding chance than most. Does it need similar firepower to whatever group 1 winds up at?
On the command-shield-protector post, these seem sufficiently influential as-is since they make taking the planet a more multi-stage procses; do they need to actually kill stuff too?
Stealth guard posts are already pretty substantial thorns in the side in some cases, and having them shoot stuff would just break their cloak. Do these need to be nastier?
Group 3:
Spire Shield Guard Post
Counterattack Guard Post
I'm guessing these are already plenty frustrating as-is
Group 4:
Special Forces Guard Post
Not seeded in the normal way and the SF mechanic is really what's threatening about SF, not the posts. They also don't have multiple mark levels so they'd need to be balanced as a particular mark (I'd say mkIV). Do these need to be bumped up to the power of whatever group 1 winds up at, or higher?
Thoughts?