- make claws, etc mostly "close-range" weapons (bouts-3&4, i.e.starting damage from bout three).
- more anti-fighter weapons, i.e. flak-like low-damage multi-shot
- add monster type: predator swarms which follow krill swarms. those predators are also hidden (probably even better than krill) and only attack ships if they are hungry (if there are no/not enough krill available). implementation: ship with predator fighter hangar and launch bay)
- predator–prey relationship, predators reduce the number of krill, not enough krill available reduces the number of predators. also number of krill grows if not at max. (implementation via hangar capacities)
- snails: are hidden, "close-range" lunge attack in bout-3, maybe flak-like close-range bouts-3&4 tentacles
- vacuum dragon: long-range attack plus "close-range" bouts-3&4 10-shot thrashing attack lots of low damage
- snowflake:long-range attack, bigger ones get maybe bout-1 only weapons (single discharge)
- alll juggernauts: heavy "close-range" damage (better take it out before), bout-2 pulse lots of small damage
- kraken: has complex attack pattern, besides taking down fighters tentacle is "close-range" and is thrashing around (2-shot)
- dyson tree: one classic weapon, add krill hangar, one additional Krill per turn
- maintenance ship: arc disruptor (this could be a tool) instead of mass driver
- badly injured monsters could flee, trying to get away from danger and heal up; vacuum dragon could split in two dragons lower-structure leaving in different directions
- sentinels etc are mostly like ordinary ships with ordinary weapons, they get some anti-fighter measures
- Black kraken: loose one 40-damage Spine, gain one 8-shot 5-damage tentacle
- acirema guard: add a flak
Some i think i will not change: Cosmic Dragon, Psionic Snowflake, White Kraken, Krill
PR-3306
edit1: add kraken sketch
edit2: add more current infos
edit3: add url