I am going to talk against myself and my own enjoyment in a way here (as in I am advocating to make the game a bit harder), but hear me out:
Carriers are super OP in early game. Derelict defenders might have a bunch of Harckas, but the carrier squadrons can pick them off one by one, without much of a fight. A lot of derelicts have no flak frigates to help the defense. This supports early expansion way too much.
Right now, with TEC, you either go Akkan, bring around 8 Cobalts and call it a day until you meat a few Harcka-s, or you can bring in a Sova AND call it a day. In SOASE1, there was a valid reason to have a Kol as your starting capital ship - here that reason is non-existent.
Starting with a Dunov or Marza is not a good idea, because those are support capital ships in every sense of the word - but with the Sova being so OP with the squadrons, the first choice is either that, or you go Akkan 1st and then a Sova. And the Kol has... really no utility - which is a bit sad.
All I am getting at is that adding a bit more flak frigates to derelicts should be a prompt for players to utilise the Kol a bit more. This also has an analogue with the Vasari, as their second best capital ship is the carrier right now - and the Kortul is in the same shoes as the Kol... good, good, but why would you buy it as a second when you can have a Skirantra?
I feel that the "multi-role" or "Jack of all trades" capital ships lack the appeal right now - especially because XP splits amongst units. I have found, that with TEC, I either go Akkan, then Sova, then Ragnarov and call it a day, or Sova, then Marza and then Ragnarov and call it a day.
Also, with the anti-matter generator upgrade for the ships, Dunovs have lost a lot of utility as well. Why would I need a capital ship that gives back antimatter, when we have antimatter at home? Why would I disable enemy ships, when I can just Snipe them? My hunch is that Dunovs should have a shift in utility to make them useful again - e.g. a Dunov could have full support abilities like - and this is just an example of my thought process -
- Passive weapon accuracy
- "Dispel" the enemy ability (active, no autocast)
- Extend shield bubble (in some range, units have extra shields) (active, no autocast)
- Scramble enemy targeting (in a range, all enemy ships have a -% to hit) (passive)
This would make me bring at least one into the fray, because it can do something, that ship equipment or Snipe can't. My issue with disabling ships and abilities is that it's all dandy, but if you can destroy the enemy ship, then why bother disabling them? In a huge battle, you go in and go hard.
With all this being said, I am always looking to up the ante in terms of challenges. And I would love to have a use case for every ship in the game.