I'm almost certain I've seen something like this before…
A quick glance through the legion leaderboards shows that most of the top legions contain something like 85% excavators, 10% fixers, and 5% other. This isn't surprising, given the huge long-term benefits that the excavator profession brings and the advantages to base defense that fixers give.
Profession-specific modules and abilities, especially for the less popular professions, could bring more variety and balance to the game. These can be made available via high-level missions, or more legion missions (yay!).
The factors I considered while thinking of some of the suggestions:
1. The game currently heavily favors the SSB strategy. Big, bulky researched ship modules are losing importance due to zero-space shipbuilding artifacts from artifact production. Something needs to be done to make researched modules relevant again - increasing their strength, finding some way to decrease the effects of the shipbuilding artifacts, or both.
2. Given enough strong hitters, there isn't a base in the game that won't go down in an 8-hour lock. Bases are supposed to be hard to take down.
3. Planet defense is becoming increasingly irrelevant as ships in the game gain higher attack. Make it so defense is necessary, either by making planets easier to find, by giving defense-boosting abilities, or both.
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Let's start with
biologists. With the exception of bonuses from installing the Vorean planet artifacts, this profession is useless; as someone who majored in biology as an undergrad, I find this to be very insulting

Biologists should be familiar with the use of biological agents in war, so why not have modules available to them that target a ship’s crew? (yes, this is piggybacking off of senatorhung’s Bane NPC idea)
For example, biologists could get a defensive gun similar to the T-Plasma Gemini cannon, except that the effect targets crew (excluding engineers because they’re cool people xD): a ship attacking the biologist that's equipped with the weapon has a 2% chance per gun (3 guns max) of having 10% of their non-engineer crew temporarily paralyzed. This effect would be stackable, and removable by a slight jolt of energy to revive the paralyzed crew or null fuses/containment cages. Alternatively, there could be an offensive weapon with an activated ability that temporarily increases the biologist's crew by a certain percentage, or temporarily decreases the enemy ship's crew by a certain percentage (e.g. 25%).
This could be applied to base abilities, as well - e.g. introduce a 4-hour ability that can only be activated with 3+ loyal biologists in the legion, and would result in a small chance (1%?) that any attacking ship will have a percentage of their non-engineer crew paralyzed, stackable and removed by energy or fuses/cages.
The base ability could also be implemented as an immediate, repeatable effect, like the Remote Intrusion: cost = 3 ability points; for every loyal biologist in the defending legion, a “top damager” in the attacking legion will have a percentage (50%?) of their crew… so 30 loyal biologists = the 30 top damagers paralyzed. The paralyzed crew can be revived via a large jolt of energy (500?) from a legionmate, or would recover on their own after x amount of time.
(Maybe OP, and definitely annoying, but it could make base battle strategies very interesting… and would be a really funny way to troll a strong legion xD)
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We have planet-upgrading races, so why not have ship-upgrading/base-upgrading professions?
Builders build things, so they could get a special ally with the ability to continue upgrading researched attack/defense modules past the 100% that Havoc Coils and Ryelis Fuel Tanks provide - e.g. a 10% or 20% increase with 40-hour cooldown, max 500%. This would be a pretty good counter to the suggested biologist profession additions, too.
It would be interesting if the ability could be applied to base attack/defense modules, as well (with restrictions, of course - e.g. the base-module upgrading ability has a 40-hour cooldown, which can only be activated on the base by one builder at a time... and only the base module or the player module could be upgraded once a player's timer expires, not both).
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Excavator/Fixer are already pretty popular choices, so I'll just leave those as they are for now... I think a fair number of ships also switch to explorer for scan runs, too, so it's not really unpopular (at least, not so unfavorable compared to biologists/merchants)
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Governor = ability to upgrade planet attack/defense/population structures? Idk lol. Halp? A governor should be able to mobilize resources quickly in the event of a planet invasion, right?
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Guards should be available to Aerlens lol. Aerlens are the defensive specialists, after all...........Guards get +20% invasion defense to planets.
There could also be an additional base ability to increase base defenses - e.g. 20% increase if there are 3+ Guards - while the base is locked and damaged (kind of like the Inverse Energy Vortex ability right now).
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I think there was previously a suggestion to
Hackers having to do with basing, but can't really remember what it was. Do they have increased chances of crit hacking planets? If not, that could be a good ability - e.g. give them an upgradeable module with an activated ability that once maxed, increases the chances of crit hacking planets for an hour or so, with a 40-hour cooldown.
Also, it would be interesting if Hackers had specific offensive base abilities available to them, to balance the base defense suggestions - e.g. something like an ion storm charge or orbital mass-disrupter for enemy bases, in which enemy base defenses are decreased by 15% for an hour, or enemy base attack decreased by 30% for two hours (not stackable).
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Merchants are another of those really useless professions. Since merchants come in contact with a lot of different kinds of ships, they should get a limited-duration ability that decreases the chances of common/uncommon NPCs spawning, or spawns one rare or extremely rare NPC onto their battle tab (Governor = increased chances of planetary events, so merchant = increased chances of spawning rare NPCs

).
Merchants can maybe increase base production, too? Like 1% per merchant or something...
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Miners should have an ability to increase (e.g. double or triple) EM from mining pulls for a limited duration, and/or increase the base's EM pull (if there's mining production). More suggestions? I don't think increasing EM alone would increase the appeal of being a miner lol, even with the increases in EM demand lol.
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Physicists should have a shield module that makes them resistant to Krionite Torpedoes and Chaostatic Inhibitors
It would be nice also if they had an activated ability to double their own base's shield recharge rate or halve the enemy base's shield recharge rate for an hour or two. Or four.
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I think bringing back the artifact-raiding abilities and making them specific to
Raiders would be cool (and would make merchants' increased cargo spaces more relevant, since more cargo space = more junk artifacts that can be held = decreased chances of a good artifact being raided), but it would seriously hurt the lower ranks by possibly encouraging the alerting of lower-ranked/lower-production ships
As for base abilities, maybe give Raiders an activated ability to raid the enemy base for shipment points, in addition to the base crate? Again, though, I can see this weakening small legions that are already frequently disabled, so I'm not totally sure what to do about this one.
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Saboteurs are great in large groups for lower/mid-level legions, but don't really have many individual advantages and definitely lose their appeal at higher ranks. They could get an upgradable module (for every time a planet is sabbed) that has an activated ability, once maxed, to deal massive damage to enemy ships (e.g. a random value between 25% - 40% of an enemy ship's combined shields and hull)... This could make for some very interesting planet defending strategies.
Alternatively, expand the sabotage ability to traps on a ship. One trap is destroyed at random, ability cooldown = 8 hours (possibly even 4 hours).
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Finally,
Spies – perhaps temporary planet-cloaking ability? For example, an ability to increase a planet’s cloak by 500 for a week (similar to the Zolazin shrouds), with 40-hour cooldown. <= weak suggestion, I know.
Not sure about the base part lol. Maybe another base offense ability? My brain is running out of energy xD
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Comments/critiques? Stuff is too overpowered? Underpowered? Not important to focus on? Bring it on!
