IMHO what we need is new types:rolleyes: of weapons and especially tactics - like the mini subspace jump in Boomerang (..or was it Aeos? I played those ages ago.)
What do I mean? (

)
For example I have an idea of a torpedo cruiser.
Simply put it would ROCK and TOAST any capship.
Good. It's unrealistic, it's unfair and upsets the game balance. But still it would be cool, since players just love those doomsday;7 thingies.
I make drawbacks(

- how original...

). For instance, the torpedos are very volatile, so if their cargo room gets a serious hit, the cruiser goes down.
I have an Achilles heel, so the ship's no longer invoulnarable.
But I stil need to get something to prevent it from marching through every darn fleet that oposes it.
How about making the torpedos explosion have a high radious of damage -so if it gets too close to its target, it is gona be toasted as well. Being too far would be the death spell of the torpedos.
So the ship is in an inherent dilemma, and on the top of it, if you remove some of the anti-fighter guns, so would be the player defending it.
Should they defend the ship?
...or the torpedos?
Design flaws like the ones above - or like the Shats forward beam armada - are what make a ship's character.
The little fault and flaws that create some kind of interaction with the positive side of the ship.
No one remembers the uber powerful, lawnmover with which it was a peace of cake to run down the Shivans at Capella; but everybody remembers the little scout ship that could outrun any other craft, but had such a weak shield and armor...and an afterburner prone to overheat

, that it put you on the edge each time you had to run a blocade in that thing and deliver news and data from the frontline.