Atarlost wrote:
At kinetic a light fighter hangar does 4 damage, a heavy fighter 9, and a bomber 10. [...]
At laser it's 8, 15, and 16. [...]
At plasma it's 12, 24, and 24. This is the best light fighters get and they're still only half as good as the others and the extra launch bays needed mean the heavy fighters have not actually reached parity.
At death ray it's 16, 39, 38. Heavy fighters pull slightly ahead of bombers on a per hangar basis, but the launch bottleneck means bombers are still better.
At DR (and maybe plasma) the heavy fighters can be better than the bombers with just one hangar and one launch bay, depending on the chances to loss a fighter during combat turn 2:
For DR and no fighters lost in combat turn 2, we get:
Combat turn 2: 2x13 dmg (HF) and 2x19 dmg (bomber).
Combat turn 3: 3x13 dmg (HF) and 2x19 dmg (bomber).
Total damage 65 (HF) vs 76 (bomber).
For DR and one fighter lost in combat turn 2, we get:
Combat turn 2: 2x13 dmg (HF) and 2x19 dmg (bomber).
Combat turn 3: 2x13 dmg (HF) and 1x19 dmg (bomber).
Total damage 52 vs 57.
For DR and two fighters lost in combat turn 2, we get:
Combat turn 2: 2x13 dmg (HF) and 2x19 dmg (bomber).
Combat turn 3: 1x13 dmg (HF) and 0x19 dmg (bomber).
Total damage 39 (HF) vs 38 (bomber). Yay, HF is marginally better here. And not so marginally if we think that every fighter down means less damage (I mean, hurtful bomber or DR shots) to your main ships.
So in battles against fleets with many small ships (instead of few massive ships) heavy fighters can yield better results than bombers to win the battle while keeping alive your capital ships.
The same happens when we are talking about ships with two hangars and two (or three) launch bays, bombers yield more damage during the battle unless there are heavy losses on the fighter fleet during turn 2. Also, number-wise, it is better to use only two launch bays for two heavy fighter hangars and have a weapon instead of a third launch bay.
However, the cannon fodder capabilities of (light/heavy) fighters can tip the scales of a battle towards your side. Every enemy DR shooting down one of your fighters (light, heavy or bomber, but preferably the first two) is a waste for him. It's true that one armor part instead of the third launch bay can get similar results, but I think (please, someone, correct me) that a fighter can soak more than one shot (it was dead with the first one, but you can never be lucky enough) while a given armor part will further degrade for each received shot.
So, despite the total damage numbers showing preference for bombers, I find that in practice I prefer to have as many fighters flying at turn 2 as possible rather than having some extra direct shot damage. Fighters replenish for free after the battle, ship losses require PPs.
ovarwa wrote:
a total carrier weaponless strategy is not likely to go well
Certainly! because they don't shot planets.
However, it's impossible to pursue such strategy except with bio-adaptive and sentient hulls, since late game hulls have many more extern slots than inner slots, so you always have space to toss in some or many DRs.
And, well, that works pretty well, the fighters doing its cannon fodder magic is the difference between a marginal and a definitive victory in some fleet combats.
Atarlost wrote:
to usefully distinguish between the different small craft types they need different targeting priorities and thus have to wait for targeting priorities to be implemented
I'd like this so much. Bombers that preferably target ships, interceptors that preferably target other fighters.
But then main ships could also have targeting preferences, aim at the other main ships and make the fighter cannon fodder strategy inviable. Hmmm... I don't know what would be better.
Quote:
If you don't mind me throwing some ideas at the wall, let's suppose we keep the current interceptor and bomber numbers and launch bay limits, but bombers launch on round two (and do correspondingly more damage). Interceptors give absolute priority to small craft and bombers have a strong (66%-80%) preference for starships. The delayed launch of bombers makes using a deliberate launch bay bottleneck to reserve interceptors so that they aren't all put at risk before enemy bombers launch a decision with actual pros and cons. I think running a 1:1 bay to hangar ratio would be better for defending from hostile bombers and running a 2:1 ratio better for escorting your own bombers. Fighters have current bomber stats (without the damage increase to compensate for late launch), and a preference for fighting small craft but not the absolute priority interceptors have. Flak guns stop functioning as weapons and instead become a purely defensive device that causes the first small craft (per flak battery) targeting the ship mounting the flak battery to abort its attack run and lose its action for the round. This removes flak from competition with interceptors since they don't kill small craft, but against offensively loaded carriers would still be better than armor.
The suggested flak implementation also allows it to be used as a special to make small craft more durable to other small craft, making a missile as small craft implementation viable. Missiles would be a chain off of Bombardment, come something like 6 to a magazine, be an alternate unlock for launch bays, do damage scaled to equal a bomber per hangar/magazine if none are shot down or blocked by flak, have flak, and vanish after 1 round. This missile implementation would share bombers advantage against shields and be more resistant to interceptors, but be weaker against flak, further differentiating the two defensive options.
I love all this!
ovarwa wrote:
A player can go the entire game without building a single hangar, and conquer everything. Not one fighter. Totally ignore those techs. A player cannot go the entire game without building a single direct fire weapon, and conquer everything (or even a single planet with troops.)
Yeah, if you have a good start.
But I'm so sure that against a powerful non-fighter enemy (specially if it is AI) you have way better chances of victory if you do use fighters. Exchanging two or three direct shot weapons by fighters you divide the chances of your capital ships being targeted in combat turns 2 and 3 while only loss a minimal percentage of the total damage your ship can deal.