zolobolo wrote:3. Fighters do not really have a good role to fill now...
Thinking about this a bit, maybe it might be worth looking at giving each type of fighter some additional abilities and controls.
Bombers as noted, could use the ability to carry torpedoes.
But it might also be a benefit to allow the player to specify the exact ordnance they use - a dropdown containing all known 'missile' types on an installed bomber unit shouldn't be too confusing.
(Plasma torpedoes would be a really good fit for bombers as they could be released much further away, so the bombers might actually survive )
Same limits as a standard ship mount: 1 bomber = 2 missiles or 1 torpedo
Interceptors need the most work imo.
They don't really need a weapon selection, just using the 'best' available is fine.
But they could really use some additional ability to defend ships more effectively.
For instance, when targetted at hostile missiles or fighters, it would be nice if interceptors followed thier target every turn until it has been destroyed instead of taking a single shot and then returning.
Or giving them the ability to be 'targetted' at a friendly ship (or bomber unit), where they will provide cover/extra PD support.
Strike fighters are a little bit of both, and I imagine not quite as good as either.
They can carry missiles (same selection ability as bombers), but torpeodes are too heavy/large for the spaceframes. So bombers have a reason to still be used for heavy ordnance.
They can target missiles & fighters, but only get 1 shot (same behaviour as now) as they're more massive than pure interceptors and just don't have the accelleration to catch fast targets.
They can 'guard' friendlies like interceptors and will fire missiles at any hostile ships in range, but will immediately return to re-arm if they do so.
So there's still a reason to use interceptors for purely defensive purposes.
Another thing to consider for any ship with fighters (and shuttles) would be allowing that ship to 'refill' lost fighter units by drawing from the available crew.
Push button, fighter wing gets re-populated, ship crew gets reduced.
Which would leave carriers potentially vulnerable to boarding actions, plus giving the player additional incentive to use the crew/marine quarters fitting which often gets overlooked.
1 inteceptor = 1 crew
1 strike fighter = 2 crew
1 shuttle = 2 crew
1 bomber = 3 crew