Making these be for new tactics is the idea, yea. If you just need a ship-bus, the MkI is totally sufficient.
Anyway, going more with the "Assault Transport" idea, seriously into "kick down the door and bust heads" territory. Changes from the current mkII:
1) 100 Capacity, 100 unload per second.
2) Cloaking.
3) From 2x the health of a mkI transport => 4x.
4) An attack, that gains more shots when loaded (purely by unit count, not by what's actually in there). So maybe unloaded it does 1/30th the dps of a mkI fleet ship cap, but fully loaded it fires an extra shot per 5 ships loaded. That doesn't work quite right with unit cap scale but I don't think that's
that big a deal (just fill it with science ships or something?) and if it is we can adjust somehow.
5) Make ships emerge with 1/2 reload instead of full reload (though if they loaded with more than 1/2 they'll still have what they entered with, not using this to cheese dps with bombards or whatever)
6) When it dies it drops a 20-second forcefield (kinda like the champ's projected field)
7) Can be scrapped in enemy territory (since we've already given it insta-unload)
K cost from 4000 => 3000.
Anyway, you'd get both the advantage of cloaking to "sneak" by keeping it stand-down so it wouldn't fire, but if you wanted to drop the cloak to activate "damage sponge mode" you can just flip it back out of stand-down so it opens fire on whatever is nearby, thus dropping the cloak.
Of course, someone
will find a way to cheese this (I can envision some kind of continual building and scrapping to generate obscene ff coverage), but to some extent that's inevitable with a unit that's worth 3000 to unlock, and we can deal with that.
On the other hand, if there's not room in the game for something like this (which is possible), my other guess is to just remove the mkII transport from the game since honestly the mkI does the actual "transport" job
Thoughts?