Ah... really not paying attention, folks. Spirecraft jumpships do not attrition per jump, at all -- not in supply, not out of supply.
Actually, I was paying full attention, and fully understood what you were saying. I know full well they don't attrition per jump. I can read the description of the ship you know.
Lies! Were that a possibility, inquiry would have been unnecessary! Spirecraft jumpships' incredible virtues are self-evident upon observing their description!
Though I jest, of course. Misreading the conversation a bit, I guess.
But yeah, spirecraft stuff. It's... sorta' awesome. Or, at least, most of it is. Jumpships are incredible, scoutships are also incredible (because who
doesn't want MK IV scout starships in every system within at minimum two jumps?), attritioners are incredible (everything becomes AoE bombs, wheeeee) penetrators are conditionally incredible (two asteroids worth can drop almost any core guard post, if they all manage to get their shot off >_>), shield bearers are kinda' awesome. Rams are supposedly kinda' great, but I'm not very fond of 'em (rather have a penetrator, really). Biggest issue with the remainder is they're kinda' samey, all being mostly fleetship murderers (ion for obvious reasons, siege towers due to being basically immune to most fleetships <= their mark, martyrs for similarly obvious reasons), but if you're full up on all three (or at least ion and siege) you're a long way towards completely neutering the AI's fleetship presence.
But those first two... I'd honestly say they're kinda' game changing. Basically
nothing is as capable at information gathering as a spire scout fleet, and jumpships are probably the best transport in the game, with all the shenanigans that entails. It's good stuff.