I'd change the stacking rules for tradeships, broadcast centers and the like. There really should have been a diminishing returns on those structures within a gravity well since they don't have natural limits like refineries.
Pirate-wise my ideas are
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WWW LinkThe fleet economy management would auto-scale forcing players to actively manage fleet size for the situation.
RA would not exist as is.It would likely be a production enhancer, treated like a factory. Instead of building fresh ships from a frigate factory, ships would be called through the portal at reduced costs( say 20% less). Arriving units would arrive will damaged hulls and partially used shields/anti-matter to reflect the arduous journey from the galactic nether regions.Alternatively, units would just be cheaper and still take the 8 minute cycle time to summon. Either way, great deal! If you don't need troops right now.
Superweapons as is are out. Well, maybe except for the Vasari cannon. I find the Vasari one to be quite powerful without being overpowering and while game changing, certainly not as cheap/annoying as the Novalith and not impotent like the Deliverance.
Siege craft would be left out.Because this game lacks melee units(damage interceptors), siege craft are little more than an annoyance for a decent defense. Instead, I'd either give LRM's a toggle for siege( with massive penalties of course) or give it to all ships for really tiny damage.
I'd also have shifted the nature of capital ships from simply massive support ships to more hero style units/fleet hubs. While I know the capital ships currently have a hero like quality to them, they are still largely interchangeable and mostly uninvolved with the empire itself. First change I would have made was more levels to capital ship abilities while leaving the level cap the same. I.E., while a level 10 ship still had its current 10 points, the abilities themselves total out to say 16(5 levels per ability+ 1 ultimate) This way even though you can build multiples of the same capital, even at cap they aren't all the same. I would also have retooled the abilities for more aura like effect to reflect the role of fleet center/planetary support.I'd also give capitols escape pods that auto phase home/the nearest planet. Caps could be rebuilt with a minor xp hit( reflecting the change of ship since no two ships are ever alike because of crew mods) but you don't get the crew supply back until the crew is back in your space.
TEC will be used in all my examples( since I can just look at them from Raging Amish's post)
KolShip would be primarily a ship to ship anti-strike craft unit. All flak in fleet(or in ability range) gain bonus's vs. strike craft and flaks get increased range.
Gauss Rail
Toggled ability that replaces auto cannon fire with higher damaging rail blasts consuming anti-matter over time. Used for sustained high level performance.
Flak Burst
Fine as is but really another meh ability. Rework to improve on the natural flak enhancers to make this fleet an even more fearsome anti-strikecraft force.
Adaptive forcefield
Fine as is but maybe give it an AoE effect at levels 4 and 5.
Finest Hour
Yet another fine as is( and really the whole game is) but fitting more in my vision of support, give it an AoE, maybe make it passive and turn it into raw performance advantages for the fleet.
SovaStrike craft support unit(all carriers should be). Strike craft in fleet( or area, preferably gravity well) get small combat bonuses.
Missile batteries
Toggle like I describe Gauss rail. Allows the carrier a modicum of long range fire ideal for situations when strike craft are massacred.
Embargo
is perfect.
Heavy fighters
Strike craft version of how I described Flak burst
Rapid manufacturing
Hard call but workable in current form. I'd drop the short planetary help, make it passive or a toggle and have it improve the replacement rate of all strike producers in fleet.
AkkanPlanetary support craft. Think it it as a flying expert ship. Gives bonuses to all planetary production while in gravity well.
Colonize
Rework. Instead of just colonizing and giving a paltry free resource collector, turn it into either a toggle or passive ability to supercharge a planet's economy.
Ion bolt
Expensive but otherwise really useful as is. Only thing I would maybe do is change it to work more like disrupting strikes or make it a toggle(though toggle would be effectively the same as the current implementation).
Targeting Uplink
Short of extending it to gravity well or making it work on the fleet regardless of range, I'm not sure what I would have done differently though in my vision this ability likely wouldn't be on the Akkan.
Armistice
is perfect
DunovThis ship is about as perfect as it gets for TEC to me.As an Innate I'd have it improve fleet support craft but as far as abilities go, it's hard to see anything I'd change.
MarzaReally about the same as the Dunov. Short of a bonus to siege activities, I can't see anything I would change.
Already know what I want for the other factions, just need to find an accurate chart to check against.