CruiserSiege is a little concept I had a few days ago and am now putting into action. It's a single mission designed for multiplayer and based around two Leviathan-class cruisers, one belonging to the GTVA and one belonging to the NTF. Both cruisers sit at the center of a group of sentry guns. "Behind" the cruiser is a Pharos, which slowly heals nearby allied players. Fighters warp in near the cruisers periodically, starting with weak ones like Lokis and Ulysseses and progressing up to Perseuses and Myrmidons, and eventually all the way up to Erinyeses. Bombers will occasionally be added as well.
Now on to the interesting stuff. All players will fly Myrmidons (for a technical reason) with the secondary banks full of TAG-A missiles. You can fire a missile to activate a "spell", with each secondary bank representing a different "spell". There will be several "sets" of spells, and each player may chose one spell set at the beginning of the mission (by flying towards a navbouy which represents the spell set). Every few kills, you will "level up", which increases your shield, primary weapon energy, and spell energy regen rates.
The following are the currently-planned spell sets:
Siege: Focused around destroying bases. (By "bases", I mean the cruisers and their sentry guns, as well as several smaller neutral bases which may be captured by either side.)
-Subspace Artillery: Warps in an Amazon, which rams into the nearest enemy ship.
-LRB: Fires a long-ranged beam cannon from your team's cruiser at your target.
-Confuse Turrets: Temporarily converts all nearby enemy turrets to your side's control.
Engineer: Builds various defensive items.
-Create Turret: Creates a turret at your position.
-Repair Station: Creates a cargo container which heals all nearby allied players.
-Science Ship: Creates a Faustus which causes all nearby allies to regenerate spell energy much faster.
Assassian: Focuses on stealth and damage. (Duh.)
-Stealth Mode: Turns you invisible to sensors and stealthy temporarily.
-Escape: Teleports you to your base a few seconds after being cast.
-Overchannel Shields: All enemies within a very small range lose a substantial portion of their health.
Transformer: Can switch between fighter and bomber forms.
-Myrmidon: Turns you back into a Myrmidon. Cast while in Myrmidon form to restore weapon energy to full.
-Artemis: Turns you into an Artemis. Cast while in Artemis form to restore afterburner energy to full.
-Call Aide: Summons a Myrmidon/Artemis to assist you. Which you get is determined by your current form.
Curser: Focuses on limiting the enemy's ability to fight.
-Scramble Sensors: AI ships will not target you.
-Pacify: Disarms all nearby enemy fighters.
-Shockwave: Hits all nearby enemies with an EMP-type effect.
Support: Focuses on healing/buffing allies.
-Healing Aura: Heals the hull, shields, and subsystems of nearby allies by a small amount.
-Morale Boost: Raises the AI class of AI ships in a large area.
-Diversion: Creates two Myrmidons next to all nearby allies. They do no damage (Training laser) and have the same name as the player they spawned next to. (So if you use Diversions next to Alpha 3, you will get two Myrmidons named Alpha 3 for the AI.)
Warper: Focuses on rapidly moving about the battlefield.
-Deploy Warp Point 1: Creates a cargo container called "Warp Point 1". (If Warp Point 1 already exists, it is moved to your position instead.)
-Deploy Warp Point 2: As above, but with Warp Point 2.
-Activate Warp Point: May only be used while near one of the Warp Points. Teleports you to the other Warp Point.
I will, of course, take suggestions for spell sets. That's actually the main reason I'm posting this.