Lord_Mordja, the capital ships for the Xin are each going to very different, though you can expect similar roles to what is available now (a frontline combat ship, a drone carrier, a specialized colony capital called the Ark Ship, which can "ressurect" a player from certain defeat if played wisely, and a support capital); each with unique weapons, although keeping in line with the Xin theme, where they use energy weapons allmost exclusively. There are going to be plasma cannons, proton beams, tractor beams, electron flux discharges, plasmid drones, point defense plasma weaponry, shield destabilizers... lots and lots of shooting awaits those who tackle these aliens.

Derek06, as for fighters, where vanilla races are concerned I will see... right now I think fighters are what they should be, bomber killers. Xin equivalents are going to be a little different, the carrier ships will be able to replace them faster and at less cost but they are going to be comparatively weaker in hull (no shields) and also if possible more numerous.
This is where the limitations I talked about earlier come into play - I would love to make Xin drones the sort of a "melee" attack craft, which latches onto the enemy ships and cut them to pieces with their mandibles and plasma cutters. If you watched Matrix, a "squiddie" type of thing. But I doubt that is possible due to the flight mechanics of fighters and bombers. I'll try reducing their attack range to really small values, see where that gets me. Maybe it works.

Annnd, for those of you who liked the explosion effects, check
this out. Its the new and improved blast with Lots Of Small Pieces (tm) flying about.
For those of you who don't mind using Rapidshare and would like to see a video not mucked up by Youtube,
you can get it here (about 2Mb in size).
Note: there seems to be a hardcoded limit to the number of particle emitters which doesn't allow more than 10 per effect. So instead of four different chunk types I was forced to use only 2, but I think it looks good anyway.