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				 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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