Wow, thanks for the offer.
Statistics and all are interesting, but I like to know what things look like and how they're most effectively used. So I've been toying with the idea of getting all the units down, what they can do and how they can be most effectively employed, supported by images.
I've still been playing for a format that works, making it on the forum here sounds like it could complicate matters (although solve the trouble of where to host it). I'm not sure how it could work here, I love the images (been compiling a lot just for the fun of it) so trying to cram it all into one post, or even a page on a thread would likely be murder on many connections.
I don't know, still just thinking and playing with various ideas. I'm right now just running down a few units to see how long it takes on average to cover what I want. I'm still not sure on the project, to get a single layout and all the images I wanted took over an hour this morning (it was just for the Seeker Scout, too), so have to think about things a bunch.
Results of my playing just for fun...

Advent Seeker Vessel

Role: Scout
Prerequisite Research: (none)
Relevant Research:















Basic Seeker Stats:
Built by: Frigate Factory
Cost: 200 Credits
Population Use: 2
Build Time: 14
Hull Points: 400
Shield Points: 425
Armor: 2
Armor Type: Light
Average Laser Damage: 3
Damage Type: Anti-Light
Description:
Small, fast and cheap, the Seeker is the basic Advent scout. With various research options the Seeker retains much of it's usefulness throughout the game, but is rarely a viable combat unit due to it's light armor, light damage type and low overall damage. Like all scouts the Seeker starts off with Auto-Attack off, so this must be toggled in the instances where it is used for direct combat. The seeker is unique in that two of it's four abilities stem directly from the unit's own death.
Counters:
Virtually every unit in the game can defeat a Seeker, since the Seeker's main weapon is speed. Strikecraft, generally Fighters housed in Hangers, Carriers or Capital Ships are best for countering Seekers (who usually aren't in the area to fight) because of their superior speed. Early cost effective counters for combat seekers are the basic combat Frigate (Advent Disciple, TEC Cobalt, Vasari Skirmisher) or the Long Range Frigates of Vasari and TEC (Javelis LRM for TEC or the Kanrak Assailant for Vasari).
Abilities:

Explore:
This ability will cause the Seeker Vessel to automatically go to a nearby unexplored area, or if all areas have been explored, an area that has not been viewed recently. Left on Autocast, the Seeker will roam the map, giving the player a constant up to date image of the field until the Seeker is destroyed. The Seeker will not stop to fight opponents while in this mode, but is also difficult for most units, other than Strikecraft, to engage.

Martyrdom:
Requiring three Temples of Hostility, Martyrdom allows the Seeker Vessel to engage in a suicide attack on a nearby enemy. In slamming into the opponent, the Seeker inflicts 250 damage and is destroyed. This damage, however is subject to Shield Mitigation and is not Propagated by Progenitor Mothership's Malice ability. It may be tempting to use Seekers for combat with Martyrdom, but by the time the player can research this ability Seekers are usually obsolete.

Lingering Presence:
Lingering Presence allows the player to view the location the Seeker died in for a period of time (nearly five minutes for the first level, nearly ten for the second). requires two Temples of Harmony to research, Lingering Presence is a fairly expensive ability, but can give invaluable and prolonged intelligence on an area, at the cost of the Scout itself. Often a good ability to employ, it remains viable into the later part of the game, only really surpassed by the Revelation Battlecruiser's Clairvoyance ability.

Infallible Jump Drive:
A passive ability requiring six Temples of Hostility to research, Infallible Jump Drive allows the Scout to ignore Phase Jump Inhibitors tax on the the time it takes to jump between worlds. This allows the Seeker to bypass a fortified world and continue deeper into enemy territory to aquire intelligence. It is rare to encounter a gravity well that has all of it's exits covered by Phase Jump Inhibitors, so this research is rarely required, but can greatly help in some instances.
Uses, Tactics and Strategies:
At the start of the game, Seekers are invaluable information tools. Building two is a common strategy and sending them on Auto-explore. Once an enemy is found, a Seeker can often play cat-and-mouse at the Home Planet of an enemy for several minutes before being destroyed, which can tie up enemy units and give the player much needed information. Beyond scouting, Seekers are generally left off the field. However, their speed, ability to bypass Inhibitors, and Martydom can theoretically make them good for striking deep into an enemy's territory after a specific target such as a super-weapon. But the costs (nearly 50 Seekers would be required for such a task) and inherent risk of such an idea presumably keeps it in the realm of theory-crafting.
Images:






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Actual uses could require beefing up, but in my mind that's how I would imagine it on these forums. However due to the number of images (even if I resize them, which I should) it doesn't seem practical to put them in a single topic, and I doubt the good folks and Ironclad would want a topic per unit. To the drawing board...