I decided to throw together some capital ship concepts and went overboard. I'm posting them here for all to enjoy:
TEC Krishka Class Battlecruiser
Years of warfare has taught the TEC that simply possessing the most firepower is not necessarily a guarantee of victory. Developing special weapons to support the greater fleet and protect them from underhanded tricks took priority some years ago. Trillions of man-hours have gone into the development of the a new line of capital ship that can match and even surpass the most devastating abilities of either Advent or Vasari. The program has produced a single prototype, the Krishka class battlecruiser.
The Krishka is equipped with smaller calibur weapons than most capital ships, enabling it to attack strike craft with some of its weapons. However, this leaves it with meager reserves against larger targets, and it will require a large escourt as a result. It has good antimatter reserves, and above-average shields for a TEC ship.
Hull: 2800 +120 / level
Repair Rate: 1.5 +0.1 / level
Armor: 4.0 +0.35 / level
Shield: 1400 +150 / level
Shield Regen: 3.0 +0.2 / level
Antimatter: 260 +35 / level
AM Regen: 1.0 +0.15 / level
Weapons:
Missiles: Front-Facing / 15 DPS / 6000 range / capital-damage
Autocannon: Front-Side-Rear / 30 DPS / 4000 range / anti-light damage (can hit SC)
Laser: Rear-Facing / 15 DPS / 4000 range / capital-damage
Bombard: 38 DPS / 3000 range
Squadrons: 1-3 (same progression as Akkan)
Disruption Matrix:
With a burst of energy, the disruption matrix prevents nearby frigates or cruisers from activating special abilties. Channeling abilities are immediately ended, but persistent or passive effects remain in play. Capital ships are not affected by the disruption matrix.
Antimatter Cost: 80
Area of Effect: 2000/2500/3000
Duration: 15/20/30
Cooldown: 35
Interceptor Drones:
The target frigate or capital ship is surrounded by a network of interceptor drones. These drones give all attacks against the target a 50% chance to miss for the duration. This will not block special abilities. You can use this ability on yourself.
Antimatter Cost: 70
Duration: 20/30/40
Cooldown: 15
Range: 2000/2500/3000
Antimatter Cycling:
Whenever a nearby friendly unit uses an ability that costs antimatter, a small amount is regenerated on the Krishka Battlecruiser. Whenever the Krishka uses an ability that costs antimatter, a small amount is regenerated on all nearby friendly units. This ability is passive, and does not stack with multiple Krishkas.
Area of Effect: 2500/3500/5000
Antimatter Transferred: 10%
Example: If a nearby Hoshiko uses repair bots (50 antimatter), the Krishka will regenerate 5 antimatter instantly. If the Krishka activates disruption matrix (80 antimatter), all nearby friendly units will regenerate 8 antimatter instantly.
Overcharge (ultimate)
The Krishka emits a super-charged frequency that rips away the shields and antimatter of nearby enemies. This ability does 50 shield damage per second to affected targets, removes 10 antimatter per second, and causes mitigation to fall at a rate of 10% per second (it can drop as low as 0% while under the effect of overcharge). This ability has no cooldown, and instead costs antimatter to remain active. It does not interact with antimatter cycling.
Antimatter Cost: 15/second
Area of Effect: 3000
Advent Maven Class Destroyer
The wrath of the unity has grown in the face of fractures and internal conflict. This strife has given birth to the Maven Class, a true destroyer that has since terrorized countless worlds. The Maven adheres to the philosophy that only overwhelming power can possibly prevail in combat, and any threat to the unity must be put down swiftly and brutally. The Maven is equally terrifying to both friend and foe, hell-bent as it is on complete annihilation.
The Maven is armed with primarily forward-facing weapons with well-above average range. It has no strike craft until reaching higher levels and the highest hull value of any Advent capital ship. The Maven has below-average antimatter reserves.
Hull: 2400 +110 / level
Repair Rate: 1.5 +0.1 / level
Armor: 4.5 +0.4 / level
Shield: 1600 +160 / level
Shield Regen: 3.0 +0.2 / level
Antimatter: 225 +20 / level
AM Regen: 0.75 +0.08 / level
Weapons:
Plasma: Front-Facing / 29.5 DPS / 4500 range / capital-damage
Laser: Front-Side / 15 DPS / 5000 range / capital-damage
Beam: Front-Facing / 10 DPS / 6000 range / capital-damage
Bombard: 45 DPS / 4000 range
Squadrons: 0-2 (same progression as Marza)
Shockwave:
The Maven fires a shockwave bomb to the target location. The missile moves relatively slowly, giving units time to get out of the way. When it reaches its destination, the shockwave bomb explodes, dealing damage to all units (friendly and enemy) in the area of effect. Frigates and cruisers, but not structures or capital ships, are stunned by the blast.
Note: there is no minimum range on this ability, so targeting a location close to the Maven will cause the bomb to go off sooner and give the enemy less time to react.
Range: 5000/8500/12000
Area of Effect: 2500
Damage: 300/350/400
Stun Duration: 4 / 6 / 8 seconds
Antimatter Cost: 90
Cooldown: 20 seconds
Enervation:
The Maven absorbs the life-force of a planet, boosting its powers in the process. You can target your own planet to gain this boost, but the planet still takes damage and loses population. If the planet reaches zero population, the benefits of enervation are cut in half. If the planet reaches zero health and turns neutral, the benefits end immediately. This ability does not require you to face the planet or channel.
Note: Planets with auxiliary government remain valid targets, even when reduced to 0 hp
Antimatter Cost: 80
Duration: 30
Cooldown: 50
Range: 4000
Planet Damage: 20 per second
Population Damage: 1 per second
Bonus Hull Regeneration: 20 / 30 / 40 per second
Bonus Plasma Damage: 40 / 80 / 120 additional DPS
Bonus Bombard Damage: 20 / 40 / 60 additional DPS (I'm aware of the cruel irony)
Bonus AM Regeneration: 4 / 6 / 8 per second
Repression:
The Maven's weapons don't just attack the physical frame of a ship, but also the hearts and minds of its crew, demoralizing them against the might of the unity. This reduces the damage, antimatter regeneration rate, and movement speed of any target attacked by the Maven.
Duration: 10 / 15 / 20 seconds
Damage Reduction: 20% / 30% / 40%
AM Regen Reduction: 25% / 35% / 45%
Move Speed Reduction: 10%
Wrath of the Unity (ultimate):
The target frigate or cruiser is immediately destroyed. If the target was an enemy, this creates a shockwave explosion at the target location. If the target was friendly, all its remaining hull and shield points are transferred to the maven and you gain the full boost of your enervation ability. This boost does not stack with using the enervation ability.
Note: The full effect of Wrath of the Unity is dependent on your ability levels in Shockwave and Enervation. IE, if you have level 2 enervation and use this ability on a friendly frigate, you gain the benefit of level 2 enervation.
Cooldown: 30 seconds
Range: 3000
Antimatter Cost: 150
Vasari Rakul-Class Overlord
In the deepest recessess of the Vasari fleet are the Overlords. They were originally civilian craft used by the Vasari empire as mobile industrial centers to rapidly develop new sectors. Today they are refitted as tools of war, to bolster the Vasari in the most remote and forsaken of battlefields.
The Rakul has relatively few weapons, owing to its primary purpose as an industrial facility. However, it does field an above-average number of strike craft, starting with two at the first level.
Hull: 3000 +120 / level
Repair Rate: 1.5 +0.1 / level
Armor: 4.0 +0.3 / level
Shield: 1000 +100 / level
Shield Regen: 3.0 +0.2 / level
Antimatter: 235 +25 / level
AM Regen: 0.9 +0.1 / level
Weapons:
Pulse-Beam: Front-Facing / 14.5 DPS / 5000 range / capital-damage
Pulse: Side-Rear / 10 DPS / 5000 range / capital-damage
Wave: Side-Rear / 10 DPS / 5000 range / capital-damage
Bombard: 40 DPS / 3000 range
Strike Craft: 2-5 squads
(extra squads are gained at level 4, 6, and 9)
Rapid Assembly:
The Rakul can act as a frigate factory, producing units in the heat of battle. Frigate production is stopped when phase jumping. Each additional point added to rapid assembly adds an additional production facility, increasing the number of units that can be built simultaneously. This ability can be used to build both frigates and cruisers.
Production Speed Bonus: +50%
Production Facilities: 1 / 2 / 3
Deploy Repair Platform:
The Rakul deploys a temporary repair platform that will replenish nearby friendly units. This repair platform stacks with regular repair platforms, but its effect is slightly different (see below)
Antimatter Cost: 90
Cooldown: 30 seconds
Duration: 30 / 50 / 70 seconds
Repair Amount: 10 / 15 / 20 hull per second
Repair Duration: 30 seconds
Antimatter Cost: 10 antimatter
Cooldown: 1 second
Platform Hull: 1500 / 2000 / 2500
Platform Antimatter: 200 / 300 / 400
Nano-Assemblers:
The Rakul dispatches nano assembler bots towards the target. This causes the target to regenerate hull points and increases strike craft replacement rate. If the target is capable of building frigates, cruisers, or capital ships, its build rate is boosted for the duration. If the target is an incomplete structure (not starbase) it will cause it to build and an accelerated rate, even if there are no constructors working on the job. At the first level, this ability requires you to face forward. At the second level, it can be targeted in any direction. At the third level, it can target yourself.
Build Rate Bonus: +50%
Strike Craft Replacement Bonus: +50%
Antimatter Cost: 65
Duration: 20 / 30 / 40 seconds
Hull Repaired: 20 / 30 / 40 per second
Cooldown: 20 seconds
Nano-Leech:
A tentacle lashes out from the Rakul and attaches to the target. This tentacle is made of nano-bots, and will drain the target of hull and antimatter to fuel the Rakul. The ability remains active until the target moves out of range. There is no limit to the number of nano-leeches a Rakul can have simultaneously. The Rakul does not need to face the target to activate this ability.
Activation Range: 4000
Maximum Range: 6000
Hull Damage: 10 / second
Antimatter Damage: 4 / second
Hull Regenerated: 10 / second
Antimatter Regenerated: 2 / second
Antimatter Cost: 75
Cooldown: 8
In hindsight, I adore the Maven class. Great abilities both in theme and in implementation, and I'd love to see something like it in the game. I like the Krishka, too, but not quite as much as the Maven. As an aside, all TEC capital ship names are Russian words. Krishka means "cover", or at least according to google translator it does. I'm more reserved about the Rakul; it sounded better in my head than it did on paper. I'm going to post it anyways just so I have a complete set.