First off, N3rull - AWESOME post, dude. You just about addressed my feelings on the matter.
Global changes:
- Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%)
- Damage taken by Caps from ANTI-HEAVY (LF) increased to 75% (from 50%)
- Damage taken by LIGHT ARMOR (LRF) from COMPOSITE (HC) increased to 200% (from 150%)
- Damage taken by LIGHT ARMOR (LRF) from CAPITAL (Caps) increased to 100% (from 75%)
All of these - I agree w/N3's opinions.
- Shield regeneration rate on all caps increased to 4/sec (from 3/sec)
- Hull repair rate on all caps increased to 2/sec (from 1.5/sec)
Capital Battleships:
(I'd like to add a flat 1/3 DPS increase across ALL Battleships)
Kol Battleship:
- Health increased to 3300 (+300, from 3000) (I say 3250 instead, but otherwise, sure!)
- Shields increased to 1450 (+200, from 1250) (An extra 50 for 1500!)
- Armor increased to 6 (from 5) (Do you one better, and increase it to 7.)
- Max number of strikecrafts increased to 3 (from 2) (No. Is fine.)
- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (No. Is fine.)
- GRG: (As Volt said, you're addressing the wrong problem. I vote for it skipping shield mitigation altogether, plus giving it a nice buff.)
- Flak Burst: Antimatter cost reduced to 50 (from 100) (No opinion)
Radiance Battleship:
- Health increased to 2400 (+200, from 2200) (I see your 2400, and raise you 2500!)
- Shields increased to 2050 (+300, from 1750) (I'd tone it down just a hair (to 2000), but otherwise, great!)
- Armor increased to 5.5 (from 4.5) (Again, I'll top your 5.5 w/ a 7!)
- Max number of squadrons increased to 3 (from 2) (No. Is fine.)
- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (No. Is fine.)
- Animosity: affected ships now are not controllable by their owner (This makes it a Mass-Domination, if only temporarily. Too powerful.)
- Animosity: Now give Radiance 1%/2%/3% bonus to shield mitigation (Maybe.)
Kortul Devastator:
- Health increased to 2900 (+250, from 2650) (Up it to 3000, and I'll do it!)
- Shields increased to 1675 (+250, from 1425) (I'll boost it even further to 1750.)
- Armor increased to 6 (from 5) (Again, take it up to 7 (see a trend yet?
).)
- Max number of Squadrons increased to 3 (from 2) (No. Is fine.)
- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (No. Is fine.)
- Disruptive Strikes: Triggering chance increased to 33% (from 25%) (No. Is fine.)
- Disruptive Strikes: Abilities cooldown increase increased to 25%/50%/75% (from 17%/33%/50%) (No. Is fine.)
- Jam Weapons: Affected strikecrafts get 2 damage/second in addition to already existing effects (It sounds interesting - maybe 1/1.5/2 DPS, like N3 suggests.)
Capital Support:
Dunov Battlecruiser:
- Magnetize: Antimatter cost decreased to 50 (from 80) (Alright, sure, I'll go with that.)
- EMP Charge: Now act as interrupt (Why ISN'T this already!?)
- EMP Charge: Range increased to 6000 (from 4500) (Sounds about right.)
Rapture Battlecruiser:
- Vertigo: Range increased to 6000 (from 4500) (Doesn't seem like a bad idea.)
- Vertigo: Area Radius increased to 2500/3000/3500 (from 2000/2500/3000) (See above.)
- Domination: Antimatter Cost reduced to 75 (from 150) (Again, No. Just...No.)
Antorak Marauder:
- Distort Gravity: Gravity well range to Phase Jump reduction increased to 15%/30%/45% (from 8%/16%/24%) (Nah.)
- Subversion: Now reduces planet income and resources production by 10%/15%/20% in addition to already existing effects (See N3's post. It just about says all my thoughts on the matter.)
Capital Planet Killer:
Marza Dreadnaught: (You people and your spelling...ARGH! (Sorry - pet peeve of mine
))
- Max number of squadrons increased to 3 (from 1) (Please see N3's post.)
- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (See above.)
- Incendiary Shells: damage rate increased to 6/9/12 (from 3/4.5/6) (This ability needs more love. Maybe throw on a 50 AOE damage (range of ~1000 or so) upon target death, as well?)
Revelation Battlecruiser:
- Max number of squadrons increased to 3 (from 2) (Please see N3's post. Hell, it ought to be DROPPED to 1, IMHO.)
- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (See above.)
- Guidance: Antimatter cost reduced to 35 (from 75) (Sure, why not?)
- Guidance: cooldown time reduced to 10 (from 20) (See above)
Vulkoras Desolator:
- Max number of squadrons increased to 3 (from 1) (Please see N3's post.)
- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (See above.)
- Phase Missiles Swarm: Number of targets increased to 6/9/12 (from 3/5/7) (12? Why stop at 12? Go 10/15/20!)
- Phase missiles Swarm: Damage increased to 250/500/750 (from 200/400/600) (Hell yes. Or, as N3 suggests, drop the AM cost, but in addition, lower the cooldown a little bit as well.)
Capital Carrier:
Sova Carrier:
- Heavy Strikecraft: damage buff increased to 15%/30%/45% (from 12%/24%/36%) (Hmm...maybe. It'd need to be tested if we're gonna do that.)
- Heavy Strikecraft: armor buff increased to 4/5/6 (from 2/3.5/5) (See above.)
Halycon Carrier:
- Telekinetic Push: Cooldown increased to 20 (from 10) (This could actually be worth considering...)
- Anima Tempest: Cooldown reduced to 90 (from 180) (No. Just...no.)
Skinatra Carrier:
- Scramble Bombers: Antimatter cost reduced to 40/30/20 (from 50/40/30) (Sure!)
- Scramble Bombers: Spawned bombers get 25% increased chance to dodge for 120s (Nah. I suggest instead 1/2/3 bomber squads are spawned at each level.)
- Microphasing Aura: Radius increased to 12000 (from 8000) (Eh, sure, why not?)
- Replicate Forces: Create 8 frigates or 4 cruisers (instead of 3 frigates or 3 cruisers) (Bwahahahaha...Oh, YES!)
Capital Colony Ship:
Akkan Battleruiser:
- Targeting Uplink: Now give 5%/10%/15% DPS increase in addition to already existing bonuses (This seems about the best thing we could do for it. But, as N3 said, drop it by half (2.5%/5%/7.5%).)
Jarrasul Evacuator:
- Colonize: Now add 100%/150%/200% population grow increasese for 240/480/720s in addition to already existing bonuses (Now THIS is a good idea. That'd REALLY get the cash starting to flow and not be so crippled.)
- Colonize: Now give 1/2/3 free levels of Civilian Infrastructure upgrade (As N3 said, yes, BUT...1/2/3 levels could pose problems, especially on planets that DON'T have it (Pir. Bases/DAs), plus it'd be too cheap. I instead offer a different take:
- Level 1 - Adds 1 Level E Facs..
- Level 2 - Adds 1 Level Civ. Inf., 1 Level E. Facs.
- Level 3 - Adds 1 Level Civ. Inf., 1 Level E. Facs., 1 Level Pop. Inc.