I figured I might as well pitch my Carrier version here as well and see how it is recieved. Kinda got mixed in with the other jumbled mess.
Class: Carrier
Description: Support Class ship with large mass, slow movements, high shielding, but low hull points. Field Control Support Type.
Number of guns and type: Main guns- General Artillery fire(Type up for recommendation). Moderate damage levels comparable to a Corvette. Secondary- Anti-Aircraft Battery Guns. Specialized weapons built specifically for Carrier Classes to Counter enemy Fighters.
Abilities-
Ability 1- Fighter Squadron Deploy- You can activate Fighters with yourself targeted(Or no target as the Default if you cannot target yourself) as a Defensive Bubble of sorts so when an enemy ship draws within a certain range the Fighters engage and begin to deal Damage Over Time to the enemy ship. Alternately you can activate the Fighter ability while a nearby foe is targeted(Within a certain range) which sends out your unit to deal DoT damage to the target. Or for the final option you can cast this ability on a friendly unit to give them the same "Bubble of sorts" to them for the time period designated. This gives the Carrier a bit of Support Power to assist in combat instances. These fighters last for a designated period of time and deal light-moderate damage. Remember this is a Support Class and not meant to wipe out ships left and right so high damage output isn't too logical from tiny fighters against a Dreadnought.
Ability 2- Bomber Run- You can target distanced foes with the Bombers as the Carriers main long ranged attack. These units will deal a heavier DoT but also perhaps inflict a Status effect such as Slow or perhaps increase foes Cooldowns due to the Harassment. This is the main focus of a Carrier after all, to carry out Support to a Fleet. These run on a designated Damage over Time ratio and lasts for a short duration(Not including the Flight Time between ships) This allows the Carrier to sit back in the Control Zone as a Carrier is meant to, and maintain it's Crowd Control and Supportive abilities.
Ability 3- Repair Drone Rally- This ability is activated when you target an Ally ship. The Ability then begins a HoT or Heal over Time much the way a Regenerative Spell would in a Fantasy game. These Drones hover about the target and repair a certain amount of Hull Points over a certain amount of time. The Cooldown for this ability should be rather high as the Tactical Cruiser is the main Healer unit. This just gives more Support to the group and lessen the burden the Cruiser might undertake.
Ability 4- Missle Defence Interceptor Drones- And finally I believe there should be a Defensive Interceptor Ability. This ability can target yourself or your Ally. These smaller squadrons have the ability to shoot down missiles. (With a % damage reduction rating so it isn't an God Shield or anything) These ships can be sent out to follow an Ally who is going into Enemy Territory and grant them a "Bubble" of sorts. Or it can be used to protect the Carrier itself if someone is attempting to wipe it out with a Missile Barrage. This would run, once again, much like a DoT or HoT by giving the defensive buff for a limited time before dissipating and awaiting the end of the Cooldown to be recast.
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I have labeled 4 abilities due to, to my knowledge from watching some of the Pax vids, all other ships have 4 unique abilities with the addition of their primary and secondary weapons. Each of these abilities are left open enough that Dev's could institute a Formula for each action and ability with a corresponding Cooldown. I think that this was well displayed and worth being looked into. Thank you for taking the time to read through it.