Im not sure how this is going to address any of the issues that plague citadels.
SPDS - Sure i guess, i was kinda odd that it requrired no ammo, but i wouldnt call itg limiting a grid, at best a Fort had a PDS range of what? 40km? with T2 rig on it? not really a game changer. If your logi wing cant keep a few dictors alive next to the them then “get gud”
SGBL - Oh boy
The structure bombs were particularly effective in limiting the types of fleets which were able to successfully contest an armed structure, particularly for battleship which were most impacted by them due to their larger signature radius and slow speeds.
this is a joke in-itself, spider tank fleets can easily tank the DPS of a Astra or Ria with a bomb launcher, removing the bomb only rewards incompetent FCs or random small gangs. 2-3 skilled logi pilots can easily keep a 5+ dps fleet alive on medium structures (even more so if they warp off and on), anymore logi and the fleet becomes unkillable to the structure itself.
Missiles - I havent messed with XL missiles since you separated them (no real reason too). Will say that the velocity buff is nice thou.
Arc Vorton - haven’t messed with it but @Arrendis hashed it out so i refer to her on this.
If you really want to address the issues with Citadels then you need to look at the damage cap and the damage threshold. The fact that the Threshold is the same for every size is the literal problem. There is no reason that an Alliance level asset have the same protection as a small corp asset. We’ve seen it time and time again, that the threshold for the keepstar continue to keep them safe.
Meaningfull change would look like this.
-
M - Dmg Thres 10% - Dmg Cap 7500 HP (per sec)
-
L - Dmg Thres 5% - Dmg Cap 25,000 HP (per sec)
-
XL - Dmg Thres 0.0025-0.01% - Dmg Cap 500,000 HP (per sec)
This here is meaningful change based on intended user that should alleviate the issues that tidi cause over such structures.
Edit: im bad at math and probably still messed up.