Essentially Yes, Hammas you are correct.
The Frigate is the smallest of capital classes, as such it should be recognized as something powerful.
At current the frigate really has an identity crysis though this has been improved recently, it still out of place.
on one hand we have a ship providing buffs and healing support, but is doing vast amounts of damage.
on another hand we have snipers with some of the strongest tanks in the game.
these sorts of problems are causing things like interceptors not to work correctly (in terms of objective/,survivability and the role they play on the battlefield).
As it stands now, interceptors are becoming water’d down in their concept. So what we see is that there is lots of confusion about who is who
and what does what. Al be-it the ships in general are fairly balanced, i am not purposing a major change to the ships themselves, with the exception
of the mobility of the current friend, and a renaming.
The frigate however, it will play a more major effect in the battlefield. I would like to see them play a major capital to capital battle spot. I would also like them to provide powerful benefits like Missile restocking, or Repair-fighters.
the major benefit of this design and lay out is as follows.
We remove the identity crysis of the frigate by turning it in a slow more heavy fighter, The ship will have a large stock of torpedo/cruise slots (10/10-20/20) but will have lower amounts of turrets (5) It will be more mobile (slightly slower then the fighter) and will provide a role in heavy assaults on the frigate class ship (The new frigate).
The interceptors will come out of the wood works because of not having the fear of being sniped or beaten in 2-3 hits anymore.
As a result the Electronic war-fare would play a more active role on the battle field.
Sniping however would be changed with this setup, to being more of just a longer range weapon, rather then a snipe-gun (like in counter strike)
in the end i think this is the solution to this came concept, it keeps the game play in dog fighting and out of camping. Limit All weapons fire to MAX of 6.5k with modules etc.
from here, things should be well played.
on this note,
Heavy weapons will be projectile based, so we can slow down their rate of fire, and so that they cannot hit the slower ships.
Laser based weapons can provide the possibility of major abuse. There is a solution however, make the weapons shoot
only at players who its locked on and can only lock capitals (but this requires lots of changing).