Re: The Plague (Subverters, Boarders, and IDs, Oh
Hmmm... psychic+cyrstal eh? Makes for an intersting Plague fleet:
Subverter: wall, capture ship
MC - 20kt
6x engine - 60kt
tractor beam - 20kt
allegience subverter - 50kt
Total - 150kt (escort)
Decoy: spider, max range
MC - 20kt
6x engine - 60kt
stealth armor - 30kt
scattering armor - 50kt
crystal armor - 30kt
shield generator - 40kt
allegience subverter - 50kt
shield depleter - 20kt
Total - 300kt (destroyer)
Neutralizer: spider, max range
MC - 20kt
6x engine - 60kt
combat sensor - 10kt
energy dampner - 50kt
computer virus - 50kt (30kt for computer virus III)
titanium armor - 10kt (replaced with stealth armor for 30kt after computer virus III)
Total - 150kt (escort)
Depleter: wall, max range
MC - 20kt
5x engine - 50kt
4x shield depleter - 80kt
Total - 150kt (escort)
Plauger: wall, capture ship
MC - 20kt
5x engine - 50kt
tractor beam - 20kt
shield depleter - 20kt
3xboarding party - 60kt
shard canon - 30kt
Total - 200kt (frigate)
Repairer: wall, dont get hurt
MC - 20kt
5x engine - 50kt
repair bay - 150kt
4x point defense canon - 80kt
Total - 300kt (destroyer)
The whole fleet is suceptible to computer viruses though, but then again, some designs could sport multiple MCs for greater adaptability. To counter this fleet you would have to design ships with both MCs, crew, and security stations - all space wasters if you are engaged in war with another race besides the Plague. That's what makes them annoying. It's easy to take on the Plague one on one, but when you are fighting other AI and/or other players in mid game besides the Plague, well, their annoyance is greatly magnified as you have to convert valuable space on ships just to counter them, as well as research specific Plague strategy counter-techs.
What do you all think so far?
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