Sins v1.16
The worst problem is Missile Barrage:
- it is not rational that the Marza crew should be able to work so hard as to fire an infinite number of missiles
- the area affected is huge, if Missile Barrage saturated a small area there would be more skill involved, the ability was surely intended for use against tight formations, rather than to destroy tight and loose formations equally?
- offline, Missile Barrage is far too effective against the AI and planetary defences, even when these are not concentrated, and neither the AI nor planetary defences have any chance to stop it
- the ability is far out of line with the other TEC Level 6 abilities, making the Marza the only competitive TEC strategy
- online, having one monster capital that has to be nursed to Level 6 is not a happy method of achieving balance between the factions, and enhances early game rushing problems
The other infinite target abilities have far more restricted areas of effect. I'd suggest that like gravity warhead or flak burst the missiles should saturate a smaller area rather than having individual targets (multi-warheads?), and there would be an area radius around a target (4000?). A modified version of the flak burst graphics could then show it in operation. If the target went beyond missile range the barrage would cease entirely. This would make the use more skillful, and allow more of non-concentrated planetary defences to survive. If there is just a limit with a target cap, the effect on planet defences will still be too great with any viable cap- even as few as 16 targets would still mean the destruction of 16 structures.
(Also, when I made a comparison with the other capital ship abilities I noted that the Dunov's Magnetize has a target cap as to how many strikecraft can be killed, which doesn't seem appropriate for an area effect ability?)
The proposed change to the supply costs of LF and LRM seems plausible (missiles/high damage ships should need more logistics support), and would help greatly with early game rushes- as was pointed out, turrets are only effective against short ranged ships. If the AI of the LF allow them to fire while moving this would help too (firing arc?).
With Carriers I've always wondered why the strikecraft weren't left behind if they were undocked before a jump (rather than being rapid-docked), I would have considered that this would make the use of carriers more skillful and might counter 'kiting'? If the LF/LRM supply is altered I wouldn't change the strikecraft build penalty, as this allows a much-needed boost to the underused Sova.
The Egg and Mothership have powerful combat abilities compared to the Akkan, the Egg is too deadly too early to other capitals for a colony ship, and the Motherships are more integral to battle plans. If Nano was exchanged with Subversion the Antorak would become a more useful raider and the early capital colony rush prevented. If Malice were exchanged with Clairvoyance the Mothership would only have one strong combat ability, rather than two.
All the high-tech support cruisers seem underpowered, and are less used in the game. Their abilities are close ranged but the ships have no ability to withstand close ranged combat. The Cielo just seems to enhance brute combat offensive abilities at the time that the TEC forces desperately need the option of a high tech type defence, which could compensate for the adjustment to Missile Barrage. The Subverter could be somewhat restored. If the Cielo develops a defence against beams both the Domina and Subverter could also add a long range defence to their powers- they're all expensive late-tech ships.