Before I start I would like to say please don't bash my ideas, if there is something you don't like say so but be ready to give a constructive idea to replace it.
New class of ships.
Titans are nice but what i have in mind is a step down from titans but a step up from capitalships, I'm calling them Typhoon class. These class of ships are intended to be in a league of their own, these ships would be built from titan foundry but only need the first step of the titan research done then a typhoon prototype research. a typhoon class ship would cost roughly half the cost of a titan and use half the fleet supply that a titan uses (1 capitalship slot and 75 supply). a typhoon class ship would be a multi-role ship depending on how you chose it's abilities. Each typhoon would have 9 abilities of which you could choose 5, ranging from colonization to strike craft support to weapon system upgrades (even fleet support) as well as their own unique ultimate ability. below are some ideas on these typhoon class ships. any abilities with a * by it will be explained below the ship
Available Abilities: Colonize, Repair Drones, Advanced Radar*, Counter Strike*, Engine Overload*, Change Munitions*, Rally*, Phalanx Formation*
Ultimate Ability: Target All Battery*
Advanced Radar: Increases accuracy of the Prometheus and surrounding ships using target prediction software. This is a passive ability and increases the chance to hit by increments of 15% every level.
Counter Strike: This adds extra Strike craft hangers allowing the Prometheus to support larger strike craft squadrons. This too is a passive ability increasing the squadron size by 2 for every level.
Engine Overload: By overloading the engines of the Prometheus to near critical levels the Prometheus gains a large boost in speed but in the process damaging the infrastructure of the ship. This is an active ability up on the first level the speed of the ship is increased by 100% Rate of Turning decreased by 50% and the ship takes 200 points of damage as it levels it gains 50% speed, recovers 5% of turning rate and takes 50 points less of damage, so it can potentially reach the point where it takes no damage from from the ability. ie: level 4 Engine Overload gives +250% speed -30% rate of turning 0 damage.
Change Munitions: With the increase of the cargo hold the Prometheus is able to carry high explosive rounds in addition to it's normal munitions. This is an active ability, while this ability is active it will drain the ships antimatter in exchange for firing HE rounds increasing the ships damage output by 50% for the first level and 10% every level after.
Rally: By focusing on fleet communication the Prometheus is able to boost the moral of all friendly ships in its current orbit. This is an active ability in which the weapons of the Prometheus become disables temporarily but boost the damage resistance and damage output of all ships in the orbit by 10% every level when the duration of rally is over the weapons on the Prometheus come back online and the other ships return to a normal state.
Phalanx Formation: Even the best commanders in the Trade Order knows that sometimes the best defense is the better offense and the captain of the Prometheus is no exception. This is an active ability once used all ships in a radius of the Prometheus will gather around it and extend their shields to share the damage evenly between themselves. The shared shield reduces damage taken by 20% and reduces damage output 40% of all ships in the formation, as this ability levels the damage resistance increases by 5% while the reduction decreases by 5%: ie: level 4 Phalanx Formation reduces damage by 40% while reducing damage output by 20%
Target All Battery: When faced with swatting fly's and and taking down the bigger fish sometimes it's better to take out the threat first. This ability trains all the ships weapons at one target allowing it to increase it's damage output drastically, at level 1 its damage output is increased by 150% and at level 2 it is upped to 250%, while this ability is active the ship can only target one thing at a time and cannot be used with Change Munitions active.
Available Abilities: Colonize, Unfiltered Perception*, Grace of the Unity*, Collective Might*, Of one Mind*, Aid of the Unity*, Cerebral Probing*, Hypnotic Allure*
Ultimate Ability: Prayer*
Unfiltered Perception: Through the combined effort of the Unity the most adept prodigies of the race are collected and brought abroad the Absolution to aid in it's power. This is an active ability that when active allows the Absolution a chance that it's beam weaponry will bypass enemy shields and damage the hull directly the chances of bypassing the shields increase by 10% for every level.
Grace of the Unity: The presence of the Absolution in orbit causes the masses to gaze upon it in wonder at it's majesty and forget all ties they have for a time. This is a passive ability that increases the culture repel rate of enemy culture by 50% for the first level and 5% every level beyond that.
Collective Might: After being thrown off their home world the strength of the unity further increased allowing a closer bond with fellow advent and leading to a state of mind that no other sentient beings could have achieved. This is an active ability similar to Rally with minor exceptions, when used the Absolution and all surrounding ships gain a weapons boost of 30% and if there is more that one ship under the influence of Collective Might attacking the same target then their damage output is increased by 5% for every ship targeting the same target. for every level the damage boost increases by 5%. ie: level 4 Collective Might boost damage output by 30% and for every ship attacking the same target the ships gain an additional 25% damage output.
Of one Mind: Through the many struggles of the Unity it has become common place to share, and share they must. This is an active ability when used the Absolution takes all the antimatter of any ships that have antimatter in the orbit then distributes it evenly back among the ships at level 1 at level 2 it enhances the antimatter through an on-board refinery before giving the antimatter back out thus increasing the amount of antimatter by 10% (up to 30% at level 4)
Aid of the Unity: Through the countless centuries the Unity has learned that it is not always the best to receive and never give back. This is an active ability with this ability the Absolution can give a portion of it's shields to another ship at level one the Absolution gives 10% of it's shields to a friendly ship at level 2 and beyond it still gives 10% but the receiving ship recovers 15%/20%/25% at level 2/3/4 respectively.
Cerebral Probing: Through advances in neurology of the different species the Unity has found a way to decode the thought waves of a brain. This is an active ability upon use the targeted frigate is destroyed and the unites that the player the frigate belonged to are revealed for a short time 5 seconds for level 1 and 5 seconds every level after, please note that this ability would have a long cool down.
Hypnotic Allure: As the years passed on the unity has advanced to the fine point of being able to project their thoughts on other beings, how ever most are not able to handle the collective cognitive that forms the Unity. This is an active ability that when used all enemy strike craft within range of the Absolution becomes berserk and attack their host and any other ships of the player that they belong to.
Prayer: The Unity has cultivated a unique spiritual lifestyle to the point that when they are not in combat they are in prayer. This is a passive ability of the Absolution allowing it to spread culture when it is not in combat with any other vessels at level 1 it spreads culture at a rate of 5 per second and at level 2 at a rate of 10 per second.
Available Abilities: Colonize, Fusion Round*, Veil*, Appropriate*, False Signature*,Slingshot*,Phasic Flux*,Systems Override*
Ultimate Ability: Stabilization Projection*
Fusion Rounds: With advances in the Empires knowledge in miniaturization it has become possible to carry a full size fusion reactor in a sufficient size ship to power the weapon systems. This is an active ability that increases the damage output of the Kshatriya by 20% at level 1 and increases by 5% every level.
Veil: Through the advances in phasic technology it has became apparent to the Empire that it is possible to move through phase space by diverting the phase drive power to the ships shield allowing it to enter and move about in phase space. This is an active ability similar to the Phase out hull ability except the ship is still able to move around while phased out this ability draws heavily on the ships antimatter at 30 antimatter a second at level1 and the amount drawn is reduced by 5 for each level. ie: level 4 Veil consumes 10 antimatter a second.
Appropriate: For millennia the Empire has ran and relied on taking from other races to fuel their own survival. This is a active ability that allows the Kshatriya to steal credits and resources from passing enemy trade and refinery ships once the Kshatriya steals from the passing ship it becomes invulnerable until it jumps to the next planet providing the player with a portion of it's cargo equivalent to the the abilities level 5% at level 1 up to 20% at level 4.
False Signature: Upon perfecting the art of phase detection the Empire learned of a way to hide phasic signatures allowing them to fool other species that have reached such a level of intelligence to be able to detect phase space. This is an active ability that hides any ship affected by this ability from being detected when it jumps for 10 seconds at level one and increases by 5 seconds every level.
Slingshot: Advances in experimental phase technology have allowed the Empire to come up with a way to bypass planets without the aid of a phase stabilizer, while not widely used the Kshatriya was selected to be the test ship of this technology. this is an active ability that allows the Kshatriya to bypass one planet and jump to the next in the process it will drain 100% of the ships antimatter at level 1, the drain on the antimatter is reduced by 10% every level after.
Phasic Flux:With the ever present need to survive the Empire has constantly looked for ways to avoid damaging their precious ships, with the discovery of sub-phasic frequencies the Empire may have found their answer. This is a passive ability which scrambles the enemies ships tracking computer within range of the Kshatriya reducing their chance to hit by 30% at level 1 and increasing by 10% every level to 60% at level 4
Systems Override: Through technological research and development the Empire has found that sonetimes it's better to just flat out hijack something rather than remain anonymous and that the enemy strike craft are the way to do it. This is a passive ability, whenever the Kshatriya is hit by an enemy strike craft there is a 10% chance that the Kshatriya will deploy an additional squadron of strike craft similar to the one that attacked it, the chance increases by 2% every level. ie: if a fighter hit the Kshatriya then if the override happens the Kshatriya will deploy a fighter of it's own.
Stabilization Projection: The pinnacle of experimental phasic technology of the Empire through countless trials and disastrous errors the Empire has found a way to stabilize phase space without building a phase stabilizer. This is an active ability once activated the Kshatriya weapons, engines, passive regeneration ability, strike craft deployment are disabled allowing it to focus all it's energy to opening and maintaining a phase stabilizer node at the cost of antimatter being drained at a rate of 15 a second at level 1 and 10 a second at level 2.