Starting with the Hegh'Ta and working back, a hull increase to 29000, shields boosted to 4500 base and a Ensign U-slot would be nice to bring the Cap level BoP up to just below Par with the advent of new vessels being released in the past weeks fedside that far increased the gaming curve.
Otherwise my fear is the BoP will fall into neglect as new vessels continue to raise the bar as they are introduced into the game.
"Beneath the stars that drip with blood, I stand defiant and alone. Call on me, I beg of Thee. I was nothing before this day and nothing shall I remain if I cannot serve you now. Pain and suffering are my just rewards. Do with me as serves Thee best. It matters not that I survive, only that which I defend. Forfeit of life, but not honor, in Thy Cause, death at last is welcome. I am here, My Emperor, ready at last to be an instrument of Thy will. Ready to obey and die..."
The Chang B'rel needs its cloak fixed. Otherwise I think they're great ships, and I think people shouldn't get so bent out of shape over Fire at Will. A good cruiser can tank quite well, this is true. Here's the thing: ITS SUPPOSED TO!!! These are flagships, not some podunk freighter. The Cruiser also has far inferior damage by comparison to a Bird of Prey, Raptor, Escort, etc. Anyone who says otherwise is lying or confused. Sure, it is possible to get off some decent damage with a Cruiser... but it is nothing in comparison to a Escort in rapid fire with a mass of cannons chewing through your Shields and Straight to your hull before you can click a button.
if anything, I'd like to see shields be stronger than they are across the board. Sure the battles might take longer, but as I recall from the shows and films, the Shields were your biggest line of defense.
I would like to point out something ironic to the statement you made here.
1. The community voted on nerfing RSP to the point it's borderline useless.
A.) Why? - Because some ships were very hard to kill because of it. God forbid anyone had to use any amount of finesse and skill to try to down a target. Here's the funny part; Everyone was using it so how unbalanced was it? Escorts in particular used it religiously.
Now you say you want to bring that back after voting on the nerf in the first place?
In either case, despite my sarcastic ironic remark. I agree with you. But you wouldn't be in this situation if 1/2 the people who complained about it had any practical common sense to begin with.
If this is the opinion of the community now: You have noone to blame but yourselves.
I was one who openly opposed the nerf to RSP and the direct result of it has been skills that NEEDED a nerf are now stronger than they ever were becuase of the RSP nerf.
With that I will bow out of this conversation. I just wanted to point out what 50% of the problem with "balance" is in PVP that everyone claims is so important that they have to suggest OP'ing BoP's on a larger scale.
I used RSP not long ago as a tactical officer, in a BOP, it seemed to me overpowered, especially for a cruiser.
On my BOP I poped it while also having a tactical team active, so when I got shot on any facing, all 4 facings were back up to full extremely fast, unfortunately for me as a BOP, they dropped right back down again after, but if your a cruiser, load it up with a tactical team, so that when struck on any side, it'll automatically redistribute power back to other facings so all 4 sides fill up, it can be horrible when people use it, I'm already throwing rocks at their shields but give them a full shield heal, and I'm screwed. And I cant afford to not attack for 8 seconds, because well in 8 seconds, engineers heal a ton anyway... I'm lucky to solo an engineer in a cruiser, very lucky.
My idea is not to increase BOP damage, but weaken healing on most ships, to rebalance issues, yes, a few damage powers could be potentially nerfed as well, like Fire at Will. Weakening some heavier ships damage could help, because then they couldnt both tank and deal heavy damage and I stand a chance against them. The core issue is healing issues.
The issue I have with lowering healing is that if its lowered too much, it'll be too easy to kill someone whose dedicated to tanking or healing. What's the point of playing a healer/tanker in PvP if your heals cannot stand up against a single DPSers output? I understand it's frustrating sometimes for a DPSer, but it would be just as frustrating for the victim to be shredded so easily.
I don't want to say this is a "Learn to Play" issue but I run into plenty of DPSers in PvP and the ones that are good give me trouble. The ones that are very good are a major problem. Throw in a second or third pounding on my shields, or heavens forbid a Science captain (especially in a Science ship) and you can dismantle a heavy tank/heavy healer, especially if they have no or very little support.
To me I feel this is better for the game than melting cruisers and science ships being as easy as throwing up all your dps buffs and just plowing them. You have to know when to strike the hardest and have to know the tricks to take out the good tanks and good healers. Learn them, it works-- I say this as a dedicated healer who have run against these damage dealers and disablers; the difference is night-and-day compared to facing your average PVPer.
I remember how it used to be before the space skills were revamped. Escorts could smoke anyone in a couple seconds flat and the only way to stop that was with Extend Shields (because it was simply so grossly powerful). Frankly, I don't want those days back.
I'm not saying keep everything as it is. There are powers that need help, tweaks, and frankly nerfs. But because there is no mana or endurance bar for heals, and are instead limited by cooldowns, heals must be effective because they are not spammable.