First up, since I have not read every single word of every single post in this thread, some of what I suggest here may be entirely redundant, or not. In the interest of focus and opinion though, I feel compelled to provide my $.02 worth in.
1. Caps are like a city (never thought of it that way before reading this thread, but man that's a good idea.) Without enough crew, it goes away, just like a city. The Captain can grant priveleges, zoning rights, put up new structures/modules inside the ship, etc. Citizens=crew. Not sure how growth would be handled, except maybe the Captain would then have to get the new chassis to build his ship from.
2. Automation vs. All out manual crewing. Someone early in the thread suggested manning banks of weapons. This makes sense to me, given that caps fire in batteries and broadsides anyways. You would only need 3-4 gunners to run an entire complement of guns, but since you are firing an entire bank of weapons, point targeting is nigh impossible. I could see some AI controlled point defence wepons for starfighter deterrent being a feasible trade-off. These gunners would not operate from turrets, but from consoles in the crew pit on the bridge.
3. Capping capital ship population. Planets have city caps, why not systems? While a cap is a mobile city, it still neds a home. So perhaps the space stations (factional) can register a certain number of capitals, and that is what there is till someone's crew peters out and the slot comes open. Figuring out which station has an open slot could be a challenge in and of itself.
4. Capturing. I can see some real greifing issues possible here. If a gang of pirates gets together and perfects the art of shipjacking, just like we now have with bunker busters, they could deprive a lot of people of fair gameplay. However, I agree that shipboard combat is an element many people want to see.
My solution? Shipjacking destroys the ship, and it has to respawn back at its home station.
5. Continuing costs of operations. Cities and guild halls both require maintenance. Cities require additional maintenance for every city structure they contain. Why not a cap? Maintenance rates based on the chassis, with additional draw from things like sick bays, galleys, docking bays, cloning facilities, and even the bridge module. Each module could perform a non-critical but beneficial function. (sick bay=hospital/cloning fac. Docking bay= garage/shuttleport. Galley=cantina. Bridge=city hall.)
6. Rank, prestige, and leadership. Guilds and cities already know the difference between a guy who fgoes out and grinds enough FP to become a Colonel, and the guy who takes the time to be a leader in his guild so that it can thrive, regardless of his faction rank. Require both. The Captain, like a mayor, has to recruit and induct people into his crew to keep his ship, so he has to have some people skills. Make him be a master pilot, and have a huge faction rank, so that he has to play some to earn the post as well. Militia=officers, and officers can give bonuses to stations the operate or oversee.
7. Getting to and from. Planetary spaceports can have orbital shuttles that can take a player to a space station, or a capital in system equipped with a docking bay. These shuttles would have to be faction specific, so that five reb jedi don't randomly decide to board your ISD without having to overcome fighters or anything else.
Players can park their craft in your docking bays, and be like a starfighter corps of their own. Easily launchable,a nd able to move back and forth as they please.
8. PVP/PVE. I am all for the zoned PVP. You can't count on your entire crew to be online, available, and interested all the time. Therefore in most areas a cap is going to be purely PVE, but when the crew decides to go to Kessel, or Deep Space, or whatever zones they add, they can mix it up with other players, and ricsk shipjacking on their own terms. Otherwise, they act like floating cities.
9. Balace. If each of the three factions has equal access to balanced capitals, there shouldn't be a faction problem. If more NPC capitals are added to sectors and quests, you might NEED a capital for support in some situations.
Ok, I think I started with two cents and threw in a buck eighty, but I feel like I have participated.
Let the flaming begin, because I know y'all got better ideas than me.
Major Raiphe Konnars
Imperial Special Operations Command
ODA Detachment Commander
Imperial Task Force Storm
Task Force Commander
Commodore (Brevet)
Inquisition, Black Epsilon, and Storm Sqaudrons Ace Pilot
Captain of Warship ISS Revenge (DS-275-D)