I think a new Capital Ship would be in order for this idea of Onslaught...
Ladies and Gentlemen, I give you the Battle Stars!
These titans of space battle are meant to be the be-all and end-all of capital ships. Each Battle Star is essentially a pint-sized Starbase, but can't upgrade to the extent that Starbases can. Battle Stars also have their own abilities. However, Battle Stars are so powerful, and so prohibitively expensive that Empires can only field 1 of these mammoth vessels at any time.
TEC Solnik Battle Star
ABILITIES:
- Broadside: The Solnik's weapons batteries all fire at once in a massive storm of fire, damaging all targets within its area of effect. However, the power demand is so great that the Solnik is unable to move for a few seconds. Higher Levels decrease the vulnerability period and cooldown.
- Ion Field Generator: Thorough research into the behavior of Ion Storms has allowed TEC scientists to create a localized Ion disruption that prevents enemy ships from launching any fighters. Higher Levels increase the duration and range of the ability, but the cooldown is fixed at 60 seconds.
- Inspiring Presence (Passive): The mere presence of the Solnik is enough to rally TEC and Allied Forces to battle, boosting morale and increasing antimatter regeneration and rate of fire. Higher Levels increase the AM Regen, and rate of fire, but the area of effect is fixed at 8000 km.
- Fusion Cannon (Ultimate): The Solnik's deadliest weapon. The ship is actually built around the weapon itself, concentrating a massive burst of Fusionic energy into a single, terrifying blast that makes the Heavens themselves shudder when it fires. The powerful burst of energy deals 3000 Damage to the target, and has an area of effect of 3000 km - however, the damage drop off is alarmingly high, dealing only 200 Damage at maximum radius. The Fusion Cannon deals double damage to structures, Starbases, and other Battle Stars, but since the weapon draws its power from the main reactor, the ship is unable to operate for 15 seconds after firing.
UPGRADES:
- Repair Bays: The Solnik maintains a large quantity of repair drones aboard its massive frame, allowing the ship to heal friendlies over time.
- Weapons Banks: The Solnik starts off with laser and missile batteries, but can be upgraded to also wield autocannons and beam lances as well. The Autocannons can target enemy fighters and bombers.
- Construction Bays: The Solnik can produce TEC Frigates with this upgrade, but not cruisers.
- Hardened Shields: Further refinement of the Kol's Adaptive Forcefield has been applied to the Solnik, as well, allowing it increased survivability and Phase Missile blocking.
Advent Harmonia Revenant
ABILITIES:
- Antimatter Siphon: The Revenant is an AM-hungry beast - so much so, that it can feed off the AM of all ships, friend or foe, to replenish its own reserves. In exchange, friendly ships are healed for the AM consumed. Higher Levels increase the area of effect and AM stolen.
- Hateful Gaze: Woe be to the victim of this ability, as all damage to the target and its allied ships within a certain radius is increased by 50%. Higher Levels increase the range and area of effect.
- Will of the Unity (passive): The very sight of the Revenant is enough to strike fear into the populace of the planet below, causing a heightened culture shift to the Unity. Allied ships also will discover that their shields are also more adept at mitigation. Higher Levels increase the Culture Spread and Shield Mitigation, but the area of effect is fixed at 8000 km.
- Unity's Fury (Ultimate): Heathens, beware, as the Unity has come to judge you. The Revenant's final ability calls upon the strength of all onboard Psintegrat to make their presence known by causing a psychic storm of destruction. The psi storm deals 100 DPS to all units in a 5000 km radius of the target. Due to the destructive nature of this ability, the Psintegrat are unable to distinguish between friend and foe, and thus anyone can be damaged by this ability. Starbases, structures, and other Battle Stars take double damage from this ability. Lasts 15 seconds.
UPGRADES:
- Harmonic Enhancers: The Revenant can slowly but steadily regenerate the shields of all allied ships within range of the ship, though Progenitors still do the job a bit better.
- Weapons Emplacements: The Revenant starts out with Beam and Laser Banks, but can upgrade its planet-bombing ability and gain Plasma weapons as well.
- Hallucinative Countermeasures: The Revenant can cause those who attack it to hallucinate, thinking their target is at another spot and thus miss more often.
- Psychic Reinforcements: The Hull of the Revenant can be strengthened, increasing armor and hull points.
Vasari Grovonok Dominator
ABILITIES:
- EMP Shockwave: The Grovonok is able to create a powerful electromagnetic disruption, causing all ships and structures within a 2000 km radius of the target to be disabled for a certain period of time. Higher Levels increase the range and disablement duration.
- Phasic Shroud: As long as this ability is active, the Grovonok and all allied ships within a certain radius are hidden from detection; however, the AM drain is a bit prohibitive. Higher Levels increase the area of effect and lower the AM drain.
- Hostile Intent (Passive): The unfortunate few who have seen the Grovonok say that it is one of the most terrifying ships one can ever see. Those who have been caught in its malicious shadow feel overcome with sheer terror and find themselves not fighting as efficiently as they normally would, while the Grovonok and its allies seem to hit all the harder. Higher levels further lower the damage dealt to friendly ships and increase the damage and Phase Missile penetration of friendlies, but the area of effect is fixed at 8000 km.
- Nanite Singularity Warhead (Ultimate): The Vasari's mastery of nanites is unquestioned when they bring this, their ultimate weapon, to the field. The NSW splatters the target and its allies in a 4000 km radius with a cloud of highly-damaging nanites that eat away at the hapless ships, dealing 30 DPS. In addition, any affected ships that are damaged suddenly find that their fates are linked, as damage is shared amongst ships. The nanites do not last forever, however, and will dissipate after 30 seconds. The NSW deals double damage to structures, Starbases, and other Battle Stars.
UPGRADES:
- Elite Pilots: The fighter and bomber squadrons of the Grovonok can be crewed by the best dogfighters in the Empire, allowing the squadrons to deal additional damage.
- Assault Enhancements: The Dominator starts with pulse gun and wave cannon batteries, but can be upgraded to carry Pulse Beam and Phase Missile batteries, as well as miniaturized Disintegrator Beams like those on the Orkulus Star Base.
- Pinpoint Targeting: The Grovonok can be upgraded with a prototype targeting computer that highlights key weaknesses in enemy ship hulls, allowing all friendly ships to deal an extra 10% damage to their targets.
- Phase Stabilization Generator: The Grovonok can also carry a small onboard Phase Stabilization Generator, allowing the Dominator and its allies to jump to any other phase stabilization node in the local star system.
My 3.5 cents.