I’ve got an idea for a tech 3 battleship:
The ship would be able to enter fitting mode in which it anchors itself in space and not only gains the ability to change its own modules and subsystems, but other subcap ships nearby it can use it as a fitting service while it is anchored. It has one large subsystem slot and the choice of subsystem radically defines the ship’s role. There would be five major categories of subsystem, and each one could have multiple variants for each faction which define the exact attributes a bit differently within the same basic role. In any role, it must lock itself in place to perform the role at maximum capacity, and may suffer other drawbacks as well. While immobile, the ship also cannot receive remote support but has drastically boosted self-repair. Perhaps it would fit a bastion module to go into immobile mode, and the subsystems would apply special bonuses to the bastion effect.
Carrier subsystem:
These would enable the battleship to run a small number of light fighter squadrons at a lower range than a carrier. It would have DPS similar to other battleships but with a huge range advantage over battleships. It would be able to launch basic drones (unbonused) instead of fighters if it is mobile.
Dreadnought subsystem:
These would grant the ship substantially higher turret DPS than a battleship can normally get, while giving it a severe tracking penalty. While mobile, the ship has normal battleship DPS and tracking but loses its skill damage bonuses as well.
Force Auxiliary subsystem:
These would grant the ship a high capacity for granting remote logistic support to other ships at greatly reduced capacitor cost. Their immobile rep rate is higher than a T2 logistics cruiser as well as having higher range. While mobile it still carries the range bonus but loses the amount and capacitor bonuses.
Supercarrier Remote EWAR Burst subsystem:
These would take away direct offensive potential and instead give the ship special electronic warfare bonuses which allow it to apply its effect not only to the target but to all other targets near that target as well. While mobile it has no ewar bonus. As it has many mid slots with this subsystem, it is still a potent EWAR disruption platform even when unbonused.
Titan Superweapon subsystem:
These subsystems enable the ship to have basic battleship turret offense with fairly low DPS in terms of battleships, however the ship can also fit a special weapon which has a long spool up time and very long cooldown but it can deliver a lot of damage to a target all at once. The weapon is capable of destroying a moderately-tanked battleship in a single hit. The ship’s turret DPS is the same mobile or immobile and is lower than with Dreadnought subsystem while mobile. The special weapon could not be activated within empire space.
In addition to the one subsystem slot, the ship would have five individual fitting wheels, one for each type of subsystem. It could have a set of modules already in place ready to go for when you swap in a new subsystem, thus simplifying the transformation profess. Or if you prefer, you can strip the modules and create a fresh fit. The ship carries a corporate hangar large enough to hold all of its backup subsystems and multiple fittings worth of modules.
The main advantages to the ship are:
1.) It can perform a role with higher power than other battleships
2.) It can fit for a new role fairly quickly without a fitting service available
3.) It can carry a lot of fittings and options
The main drawbacks to the ship are:
1.) It must go immobile to perform the strong roles
2.) It’s expensive and with a lot of backup fittings it can be a loot piñata
3.) It must go immobile and become vulnerable in order to change roles