Actually, one thing about FB and TP is that they act instantly; this means that you need to micro them accurately or they will miss most of their targets. Additionally, the alpha strike is likely to be in full swing before enough SC are within range of the ability, which may make the ability ineffective for reasons you have already described. Jam Weapons disables weapons on all ships entering range every 2s for 20s, which is comparatively OP; you can cast it in advance (less micro required, ship less likely to be damaged) and it mitigates the alpha strike even if the bombers are spread out. I was thus intending to buff both abilities so they will deal the described effects to all SC entering range for a short duration (e.g. 2 or 3s), rather than only SCs in range at the time you cast. Does this sound reasonable?
Baby steps, Agaricus, baby steps!
I'm flattered beyond all measure that you decided to make the mod, but if there's anything I've learned from agile development in my day job: iterate; gather data; respond to data; iterate.
Consequently, I recommend starting with the base values in the OP (where possible) and then iterating from there.
Though your suggestion is a good one, particularly based on your comparison to the Kortul, I worry that it might jeopardize faction differentiation. Though less "noob-friendly" than Jam Weapons, I rather like the element of skill required by TK Push and Flak Burst. There is room to play with the abilities as proposed.
For example: at rank 4, Flak Burst as I have designed it causes strike craft to miss at a rate of 50%.
But maybe that's not enough. So:
- Maybe the ability needs to be 25%-33%-50%-66%
- Maybe the duration of the accuracy debuff needs to be altered
- Maybe the range of the ability needs to be increased
- Maybe the cooldown needs to be adjusted
Of course, Flak Burst also does DAMAGE. I know for a fact that two Kols using Flak Burst will utterly annihilate any strike craft entering the envelope, so the effectiveness of the debuff needs to be balanced against Flak Burst's killing power. Even a single Kol using Flak Burst will weaken strike craft significantly, making them easier prey for escorts.
Likewise, maybe we need to play with some of the values on TK Push, as well.
Consequently, I recommend testing before we manipulate values.
Can't wait to see a changelog!
Also: would anyone here be willing to test the changes and report back? The more testers, the more feedback.
Also: MOAR KARMA!