My biggest beef with Champions is not the nebula scenarios, not the nemesis spawns, not the unbalanced nature of the upgrades, not the free awesome Fortress defenses or the sick force multipliers you get with all the extra minor faction units; my problem is that the "abilities" system is so uninspired.
Placing a shield every few seconds is not enjoyable.
I was talking to RCIX about this, but the champion abilities system could be a lot more interesting and varied than it is now. It could be broken down into factions which would give each faction "ability" upgrades which made sense lore-wise.
So for example, it might look like this:
Powerful shield Swarm Host Black hole device Dark Fleet Beacon
^ ^ ^ ^
| | | |
AoE munitions booster Repair platform Attritioner Tachyon pulse emitter
^ ^ ^ ^
| | | |
Small missile platform Mobile regeneration chamber Gravity device Beam platform
^ ^ ^ ^
| | | |
Human Neinzul Zenith Spire
Sorry for any formatting errors but this is the best I can do using the forums.
Here's a brief idea of what the skills do:
Small missile platform: Small, stationary, spammable platforms that are cheap (on Champion energy) and good at taking out hordes of small enemies.
Mobile regeneration chamber: Neinzul regen chamber except a champion can place it, good for Neinzul strategies.
Swarm Host: (Shameless SC2 steal) Creates an endless supply of drones for a small period of time.
Gravity device: Slows down gravity for enemy units in a large area.
Attritioner: Attritions enemies in a large area.
Black hole device: Creates a temporary wormhole from one part of the galaxy to another that can be used by your fleet. (Certain limitations apply)
Beam platform: Stationary beam platforms good against bigger stuff.
Tachyon pulse emitter: Can reveal cloaked units in a large area, also cloaks your own units within the radius.
Dark Fleet Beacon: Weak beacon, causes all AI ships on the planet (and surrounding planets) to become hostile, and causes Special Forces to attack you as well. If protected for several minutes summons an uncontrollable Spire Fleet to assist you.
Anyway, you get the idea. The point is that "abilities" get a skill tree just like in an actual RPG. The lower on the tree, the less expensive the abilities are to unlock. The higher on the tree, the better, but the more expensive to unlock and use.
Abilities for certain races could only be used by that race's "Champion Starship". There are also some cool things you could do like "synergized" abilities, so for example, if I unlocked the tier 2 ability for the Humans and the Spire I might get a "free" ability that either the Human or Spire ship could used called an "Advanced Weapons Platform" that has the missiles and the beams.
For me at least, a more inspired "ability system" such as this would make the Champions worth using. Sure, the "nebula system" could be more interesting, but in the end you do spend a significant amount of time waiting for stuff to rebuild and such, so I don't mind those, it's like a "mini-game" to me. What bothers me the most is that "using" a champion boils down to just spamming a shield ability over and over again.
Note: The ability concepts listed are just placeholders, I'm sure people in the community could come up with much more interesting ideas.