Each side is appointed a team captain, however this captain is placed in a Carrier. Carrier has Flak and Missile defense turrets (like the stations in PvE), is equiped with a siege cannon, and supplies reinforcements. The Carrier does not regenerate Hull, but does regen shields at a very slow rate. When a carrier is destroyed reinforcements stop. Win conditions are eliminate all enemy ships or have the most kills when time expires.
Carrier
Shields 550,000 HP
Hull 200,000 HP
35% to all resist for Shields
50% to all resists for Hull
Speed: 75 m/s (No Afterburner)
Immune to all electronic warfare
Cannot get positive or negative effects.
Special Ability: Primary Weapons (Ion Beam Capital Weapons)
Deals 25,000 EM Damage to target
60 Second Recharge
Range 20km
Restriction: May ONLY target enemy capital ships.
Special Ability: Tactical Warheads (Broadside Torpedoes - Think Wing Commander here)
Deals 50,000 Thermal Damage to target
120 Second Recharge
Range 10km
Target must reside within firing arc on port or starboard and must remain in arc until it detonates. Firing arc from center point is 45 degrees.
Special Ability: Combat Jump Drive
Ships is jumped 10km in direction of orientation
300 Second Recharge
Prerequisite: Shields must be at 20% or higher to use
Special Ability: A Trained Eye
Rate of Fire and Damage on all Flak turrets is increase by 150% for 20 seconds
300 Second Recharge