As for the super MACs around planets they should start out fireing slow, normal recharge rate is the same as the frigates, but have upgrades like "enhanced generators" = faster fire rare and turn speed,"Power Link Engeners" = faster fire rate, "Titanum B Structure" more hp and damage.Attacking planets should be done by Invading not nukeing, so insted of the nuke animations use the "colinize animation"(bad spelling) but replace the ships with pelicans..Upgrades could be (Tatical Adaptation) = faster capture time (Warhog support) = faster capture time, (Scorpion Support) =fct (Full Scale Ground War)= fctShip upgrades could be like (Titanium A)= +def (Titanium A+)= +def (Tatanium

= +defand if you had read my post up above you will see that i said give the nukes a small charge because they dont take a recharge time.. where as the macs would make more sence to require more am "charge" so 153 = 3 slugs+ 3 nukes and i like the idea of more than one mac typs so maby upgrades? ex (Larger Slugs) (shreders) (Heavys)also the halcyon cruisers where outdated and had only a small mac the POA was HEAVALY UPGRADED! so they should be featured early on, they can take a hell of a beating but they cant dish it back out
Keep in mind these defence platforms are godly, with enough power to rip through even a battle cruiser with a single shell, heavily wounding if not killing the thing. The only things that could face these monsters head on with a chance of winning alone would be assault carriers and battleships.
They fire a single round with devistating power every 20 seconds, i really dont think this thing needs upgrades other then damage control which would increase hull regen rate.
Another thing to note, give planets a buff that knock out all MAC platforms when the planet is down to say 15%. Remember that the generators for these guns are on the planet not the platform itself. This would simulate the reactors being captured or destroyed.
I agree with the invasion idea, but it should still work with planet HP. As for the upgrades, i really dont think it should matter because most UNSC ships would have this anyways. Besides if we really looked at it that way then a single UNSC or covenant ship would be unable to capture a planet alone or even with a few others. I think the bombing damage with teh bombs replaced as dropships should be enough. Unrealistic but the best i think we can do unless someone knows how to actually mod other effects into the game.
Again, please read my post regarding MAC rounds and nukes, your idea simply would not work out as stated by Acolyte.
Well there will be upgrades to ships but as for the anti-matter. It will only be used for the macs as the Nukes will require no AM. The way you described it, someone could have 153 nukes.As for fleet supply ships I think it's a great idea and opens up the possibeility for the mobile repair stations we see in the books. They would be slow but well armored and possibly carry a strike squadron or 2 and would be able to 'activate' and beocme immobile and provide hull repairs and ammuntion reloads. They might be a capital ship though so people cannot spam them.Also, just so if the UNSC doesnt deploy one of these stations, UNSC ships could ressuply antimatter on Orbital Defense platforms.
Again, please read my idea regarding AM, nukes and MAC shots.
As for the refit stations, rearming nukes would be great, i would also like to see colonized planets with a refit option as well, giving say 10% hull and 1 AM to say up to 10 ships in the gravity well around it. Something that can only be used once every 600-1200 seconds (10-20 minutes)
The refit stations i believe DO have strike craft docking stations so they would have strike craft.
While i dont think you can actually mod in the effect of stopping to repair nearby ships you could have an ability with small range requiring either godly micro management or just that you stop all ships around the refit station and keep the station in a single position while it works. In addition the buff would have to work so that it can be fired off every second and only benefits the ship for that second. Otherwise people could dock for a second then run and the ship would continue to get repaired/refitted.
Also i think that to really get a halo-esk feel to this mod things would have to be slowed down a bit, large battles later in game would have to incorporate only small fleets of up to 100 or so ships. Not only will this maximize the micromanaging of fleets on both sides but in actuality the entirety of the UNSC only had about 500-600 ships total while the covenant had around 2000. (humans might be overexaggerated here, as are the covenant. 153 ships at reach + an estimated 200 at earth + 50-100 for Harvest and other ships here and there for for humans, ~500 at the unyielding heirophant + 13 first battle of earth + ~500 with high charity + ~20 at Halo plus other ships here and there and possible unknowns hinted at in GoO for covenant)
Oh and in regards to colt556, i know most cov ships have more then one torpedo tube, i was stating only the frigate, which you must have looked over when you corrected me first.