I put probalby 90% of Kitkun's mod into mine. Truely a great mod.
I agree about the whole "cap balance isn't ideal". Where we differ is the direction we go.
They all have to have the same cost with the way the current system is, and I don't like the idea of making them cheaper. Currently they run the cost of about 5 Kodiaks.
See, I think the roles of the caps need to be further accentuated.
Battleships: Increase the toughness. I actually go as far as saying it should be twice as tough as they currently are, but to do that, the cap would HAVE to be something you tech
Colonizers: I'm actually happy with them, provided Kitkun's balances are applied. Strong colonization is the point of this cap.
Support: I'd go so far as to suggest that these should be made even MORE powerful in terms of their abilities, but that it should a cap that needs to be researched.
Carriers: No one picks the carrier cap to start. Ok, so the Sova is bugged which is why no one picks it. Overall they just don't bring enough oomph. Perhaps make the carrier cap a low level tech to research (tier 2 or even tier 1) but give it slight buffs across the board. The Skiranta's healing ability could be given a larger AOE and Scramble Bombers deserves to die. I believe the Halcyon really should have the firing rate aura switched as I mentioned before. Then give the carrier WAY more strikecraft per squadron as Kitkun proposes, and you have a viable starting cap. Perhaps even go 3/6/9 extra strikecraft. That might be a bit much, but hey, who knows. If embargo get's fixed and armored fighters is buffed, the Sova is a decent starting cap.
Seige: These are ok, except for the Revalation. I really believe guidance deserves to be killed almost as much as scramble bombers. ALMOST. It should be replaced with a seiging aura that gives anything else in the area that can seige a seiging bonus. It needs something else to fit the "seiging cap" character.
Here's the current state of the game. You either pick a cap that can seige early or can colonize early. That's it. In the multiplayer environment where you need to be aggressive to have a prayer of surviving, and even in single player where you are choosing the ideal way to play, the fact is:
are the two most powerful and map changing elements of the game. This means the battleship "rock in the fleet" character, support cap "UBER support cruiser" character, and carrier cap "ultimate carrier cruiser" mantra need to be emphasized.
I'm not trying to make any overwhelming all encompassing statement here, but the current method of cap selection leaves little variety in starting strats.
There's little incentive to pick a battleship first. You expand too slowly and the cap can't seige all that effectively. Sure, the cap'll never die, but outside of that, it doesn't bring much to the table in terms of map changing impact.
There's little incentive to pick a carrier cap first. The Sova is bugged. The Halcyon really is more of a support cap than a carrier. If you think about it, amplify energy aura on the halycon and the carrier damage bonus on the rapture REALLY should be swapped. And the Skirantra? It's viable ONLY if you're spamming carriers, and you aren't going to get those out in decent numbers early.
There's little incentive to pick a support cap first. This actually is probably the way it should be. If the whole point is to support, shouldn't this essentially be one huge support cruiser? AKA you have to research it?
So many ways one could go. Just throwing my hat out there.