I was just responding to the previous post.
Frankly some of your capital ship ideas sound just as overpowering, in relative terms.
Compare them against the low-end stuff like the Antorak or Kol and then yes they're quite powerful. Compare them against the high-end stuff like Progenitor and Skirantra, and it's another matter entirely. As I've stated countless times before, I believe the Halcyon is golden standard against which to balance other capital ships. The Halcyon does overshadow the majority of the roster by a considerable margin, and the problem is more that the other capital ships are too weak.
If they end up being lame throw away units they'll be used about as often as the Mothership in SC2, i.e. next to never because the abilities don't justify the costs.
You see motherships every so often in 3v3 and 4v4, where their relative benefit starts to pay off on bigger maps and larger teams. I'd agree that they're a joke in 1v1 for the most part, though.
Lastly, it is possible to treat a carrier capital as a separate carrier detachment and keep it out of fray to gain levels for a bit.
This is true, and it's actually not hard to get level 5 or 6 in the mid-late game. However, pushing above level 7 remains extremely difficult due to the exponential rise in experience requirements to level up, and you're better off raising multiple capital ships at this point. Even then, we're talking one Halcyon at a point in the game where 20 or 30 carriers isn't unheardof.
a Halcyon at least can still field 6 squadrons without too much trouble.
Agreed, six squadrons is very reasonable for a Halcyon (you can do it easily by level 3, actually). However, that's the same amount you get from two drone hosts, which cost approximately 80% as much as a level 1 Halcyon. When it comes to sheer numbers, carrier cruisers are by far the most cost-effective choice. This is my point; we already have a great way to get huge masses of strike craft from the carrier cruiser.
I wouldn't mind seeing a late game tech that buffs all capital ship stats across the board.
I could go for that, although double may be pushing it.
I still think the best way to make capital ships scale, however, is to boost their move speed. Keep carrier capital ships the same (since they already can contribute while kiting and keeping their distance) and push up the move speeds of the other classes. This would better let them put distance between them and an attacker to escape focus fire, and since they'd be better at escaping FF you'd have an easier time using them in battle without having to retreat on a twitch reflex if a large group of LRF looks at you the wrong way.