They shouldn't be high speed units charging around the battlefield, engaging and disengaging through complex maneuvers.
People already do this, even if the units don't move that quickly. Good players are always maneuvering, engaging, and disengaging. What this proposal would do is make it easier to do so with the faster capital ships, letting them get in and get out so they can more easily be effective.
This isn't as necessary with carriers that don't really need to "get in" in the first place to be effective. The whole reason why battleships need a buff is because the carriers are simply outperforming them in every single metric. The carriers are more durable because they can better avoid damage in the first place, and deal more damage with their strike craft, and effectively have unlimited mobility. Something has to give here.
I do not believe that increasing battleship combat power is the answer, though it could be part of the answer.
1) It can currently prevent an infinite number of ships from retreating for 20 seconds (with only a 35 second cooldown, it could probably even be used to repeatedly taunt and lure fleets back into the center of a grav well, though I haven't tested this yet..)
And with two Radiances, that's effectively infinite duration as well. That's a serious problem; even preventing 10 frigates from retreating in an early-game battle could be enough to end the match. I don't see how this ability can be balanced at all, and I'm now convinced we need to completely rework it.
2) Since it re-issues the attack command constantly, won't this work as an interrupt vs channeling abilities? Might it even prevent non-channeling abilities from being cast?
I'm not so much worried about this so long as it doesn't interrupt capital ships. Your other concern is far more significant.
weren't they only 'backloaded' to the same extent that the Sova's heavy fighters were and are 'backloaded'?
Yes, and if you have any suggestions on how to fix the backloading issue on "heavy strike craft" I'd be happy to hear it.
No to faster Motherships.
Right now, these capital ships are the slowest for some reason. This means that the Akkan is never seen in significant engagements until it's level 6 (and it rides on its armistice ability to survive), and the Jarrasul is always used apart from the main fleet. The Progenitor is only seen with massive support, and even then the hope that the enemy will drop dead before the battleball runs out of shields. I believe their speed needs to at least be taken up to the level that the other capital ships have currently. At one time when these guys reigned supreme it made sense that they had this weakness, but not anymore.
If we were to alter speeds beyond slightly faster battleships, then the Rapture, Dunov and Marauder have a better claim to increased speed.
As I said earlier, the battleships and the support capital ships (Rapture, Dunov, and Antorak) should have the fastest speed, with the siege and colony capital ships in the middle, and carriers as the slowest. Carriers use the same speed they currently have, everything else is scaled up.
The rush issue for the Egg is that you are giving the Vasari the ability to build 2 or 3 factories simultaneously in the early game on conquest.
The Jarrasul is no longer a rushing titan. Frankly, I think it's fine that its colonization gives it a military edge (though I'd prefer an economic one) because there are better military choices now anyways. The Jarrasul loses in a straight fight to many types of capital ships, so it's fine in my books that it does get its own advantages.
as Scramble will not exist as a rush issue once it has been 'equilibriumed'
We apparently have different ideas on the target strength for scramble. I want to see it an equivalent of Adept Drone Anima, which is a potent rushing option. The current change to scramble certainly isn't weak, it just doesn't build up the massive swarms.
For the Rapture, I would consider a shorter cooldown to Domination, rather than lowering the AM cost. The main problem with the Rapture is durability not AM reserves.
The original change I wrote was "increase antimatter and antimatter regeneration rates by ~50%", but then I realized that I could just reduce all antimatter costs by ~33% to get the same effect, and it would be easier to mod, plus it wouldn't leave capital ships with antimatter draining abilities gimped.
You might decrease the cooldown of domination, but I find the ability is fine. It's particularly awesome in the Advent mirror match because you can grab an enemy guardian that's in the middle of their fleet and make it use repulse, breaking up the enemy's battleball.
When you compare TEC arsenal to the lights of Overseer spam, phasic trap, vengence, and telekenetic push, they really do come up short. Not to mention shield restore and guardian shield bubble.
I think most people agree that phasic traps are a problem, much moreso than TK push. However, this is just indicative of a larger issue with TEC; they simply lack powerful and versatile abilities that the other factions casually field. Their units give superior bang for your buck, but beyond that they're at the mercy of the superior abilities of the other factions.
I'd agree that buffing the Dunov is our best bet. The TEC starbase does benefit quite nicely from the Akkan as it is, but the Akkan has always been the TEC faction's sole ace.