If light frigates hard countered corvettes than I think that early game balance would be fine.
As for rebels vs loyalists, only Advent and Vasari loyalists need buffs. For the TEC, the 2 seem equal.
Since the Orkulus was never originally designed to phase jump, it should take far longer to execute a jump than actual ships. Maybe 10x longer to jump into phase space? The upgrade should also probably be higher in the tech tree.
Corsev's damage tanking capacity needs a nerf and the Kol needs adaptive force field to be passive. If the Revelation's guidance ability increased weapon range and RoF and decreased ability cool downs for friendly cap ships, titans and SBs then it could be much more valuable. The Marauder's subversion ability should more effectively cripple production at the targeted enemy planet.
The Vorastra needs to have more survivability and its pulse wave cannons replaced with plasma wave cannons so that they can actually be upgraded. Spawning phase stabilisation nodes should take less time.
The Coronata needs more survivability. Also it's Unity Mass needs double the range (to match the Ragnorev's Snipe) and no cap as to how many friendly ships contribute to the damage output. AM cost and cool down would be changed accordingly. Subjugating Assault should only deplete AM when it converts an enemy ship.
I still like JJBuck's idea for the Orky: two-stage module that would replace Colony Pods for the rebels. First stage increases movement speed, second allows phase jump. This way, jumping Orkies are going to necessarily be weaker than the current ones which can be fully maxed for assault.
The more games I play against the AI with one of these, the more I hate that ship's taking ability. A couple games ago, I played AL vs TR with a modded (changed port and starboard bank targets to 2, changed it's laser batteries to antilight damage and allowed SC targeting) Radiance. If I hadn't done that, it's assisting fleet would have wiped out the Radiance in short order (I also had a support fleet), but because it gains health from every ally destroyed, it was basically immortal. Not only that, but DT is incredibly powerful when used correctly. Thankfully I was able to shoot down the few DT ships it did throw at me before detonation.
I've been wanting AFF passive for a while now and what you're talking about would make Guidance more useful. As for the Antorak, it got nerfed in Rebellion from 200% at level 3 in Trinity to 173% at level 4 in Rebellion. I feel like the nerfs to Subversion and Detonate Antimatter should be undone.
Agree completely on those three things for the Vorastra.
Your Coronata changes would make it significantly more powerful. My only other thing I'd say is to compress the odds of capture because SA is basically worthless until you get to level 3. Right now, it's 4/6/8/10%, but I feel like it should be changed to 7/8.33/9.67/11%. That would make it decently useful at level one and give it a slight buff at higher levels.
First we need to deal with corvetes. tey need serious rebalancing (nerfing) so they wont be most important unit in early game, only fast unit to harass neutrals/constructors and fight lrms or scare off sova rush. no killing structures , no countering lfs. faster dying to flaks and fighters.
Then we need to move jumping orky much much into late game, about same place as titan, so we can choose.
What we also need is rebalancing of vasari loyalisty titan. This joke unit nees at least one usefull ability as star.
No AOE , no focus fire ability!!!. Every titan has aoe or focus fire from the first level!!!.
Also its devensive ability is also a joke when compared to tec or advent loyalist titan.
Lv6 ability ,looks ok but its lv6.
Also regeneration tech, is level 6 or 7 military tech. Advent have their regeneration tech at lv2
Thank you devs for making 1 vasari farction inferior and other so oped peaople play no VR games. Great job
My personal favorite idea for bringing corvettes into line is the idea of changing one of the guns/adding a gun to the Kol, Kortul, and Radiance that would be antilight damage. This is what I was testing above with the mod. Because the laser batteries of the Radiance would likely be the weapon changed (the other two only fire forward) and they only fire at it's sides, by my testing, giving it an additional port and starboard bank target would not be OP.
I'm fine with moving it back a tier. I still think though that it should be an upgrade module.
Vorastra is UP.