People who are saying they need a "missile bonused" wormhole effect are misguided. Blackhole effects nerf turret ships more than missile ships; the falloff range penalty actually reduces damage when the ship fights in falloff, which in a Black hole system, is going to be almost always. Then, you will be fighting faster enemies, so tracking is vital.
Missiles, once you are in range, always hit for full damage (adjusted only by target speed). Ergo, fast-moving missile boats are less affected by fast-moving turret ships in black holes. Add a TD and turret ships suffer, but currently nothing reduces missile DPS. You can simply rig off the extra target velocity with flare cat rigs, and you hardly suffer at all except for having to use HMLs and not HAMs.
Drones are a problem;
- They go fast and track worse
- They are hard to scoop
- They require EW interfacing 5, or DLA's, to reduce the penalty = Domis and Carriers only
Additionally, if you are a fast-mover, you can drop your drones (eg, a MWDing Maulus) and be outside of your drone control range before the drone launches and loads onto grid. Luls.
The speed coupled with inertia penalty is really only a massive nerf to capitals, as everything else can i-stab or nano the problem away and take advantage of the speed. No one flies nano Nags, so you just get hit with the penalties (tracking, inertia, etc) - hence the complaints from C5/6 dwellers who get sluggish caps with poor damage projection, faster sleepers which are harder to web down for dread blapping = QQ forum time!
The targeting range penalty is a key part of black holes and I think is essential and must stay. The fun you can have with a Maulus, Arazu or a proper dampstar (5km lock range for sieges...lol) is quite extreme. In essence, this "penalty" can be gamed into a benefit. The drone penalties cannot, and the turret penalties cannot.
The problem is really one of refitting. You can fit or rig off the penalties quite effectively without gimping your fit, up to C4 space. In C5 space this process leaves you nett worse off with benefits that have turned into liabilities. The solution may be replacing or modifying the penalties while retaining the flavour of speed and damps.
Suggestions:
Consider other wormhole classes.
- Pulsars get 3 bonuses and 2 negatives.
- Wolf Rayet gets 3 bonuses and 1 negative. No wonder they are so popular.
- Magnetarsget 2 penalties, 1 ridicu-bonus, and its penalty...that you can web off with a Vigilant in no time. Hello blapping.
- Cataclysmic gets 2 penalties, 4 bonuses (really 1 penalty to local reps, 3 bonuses; RR, cap, recharge)
- Red Giant gets one mostly useless bonus outside of C6, and one nonevent except for T3's for 0.01% of the time you live there, when not desperately OH'ing to survive a gank.
If you look at Black Holes
objectively you get two bonuses. One is absolute (speed) and the other relative to your play style (inbuilt damp), and 2 penalties - inertia and weapon range (but the weapon penalties are uneven, as explained above). If you haven't figured out kiting Maulus alt yet, it's really 3 penalties and 1 bonus that works against you.
Thus, Black Holes really need one less penalty, or one more bonus. Given extra bonus would make things complicated, it really is down to shaving down the penalties.
Keep the speed bonus
Keep the inertia or an agility penalty
Keep the targeting range "penalty" to people without a Maulus
Remove the weapon penalties and drone penalties entirely. Odds are you won't be shooting to full range anyway (see above).
Add a bonus to kinetic and explosive damage. Yes, uber Caldari and Barrage is a possibility, but this is a black hole...if things hit you, they will crush you hard.
Or, if you really want to make me happy...a bonus to hull hitpoints. Make it a hull-tanker's paradise. Million EHP man-tanked carriers ahoy.