I don't know if your trolling, when you supply a strategy that has "spam" in its description.
Is no troll. Carriers are very crew hungry tho. In large battles or against stations, you tend to lose alot of fighters, every fighter lost is 1-3 crew dead.
That and every ship that pops on your side is anywhere between 50 to 300 crew dead depending on size and hull mods.
This would strictly be a nerf to fleets that require large amounts of crew just to get by simply due to strategies that need very little crew become more powerful.
Having to constantly top up on crew if you want your ships to proform well would just feel bad.
Fair enough to you point on Carriers spending crew during combat. Buy your experience of 1-3 crew dead per fighter. I can understand that maxing out a carriers crew must not meet the needs of the role it plays in combat. There for your argument for a ship to specialize as a crew carrier is needed. /cough
I don't know what your talking about on Nerfs... I'm asking for a perk for a fully crewed fleet to represent a players ability towards keeping a well running fleet.
I criticized the Skeleton crew max limit to max crew amount being pointless on ships. For if a player has to rely on another ship's crew capacity to make a feet function. Skeleton crew max limit should be the only number on a ship description. Because crew carriers will be supplementing towards that amount because crew is averaged out between all ships, no matter there participation in combat.
Going back to my point. If your a captain of a Carrier fleet. Wouldn't you want to have benefits toward having a fully crewed fleet if crew is the equivalent to combat readiness while on campaign?
On a completely different point. I find that current CR calculation is a bit heavy handed on all ships receiving damage because of Skeleton Crew. I know the Developers can't change this, but my opinion is CR should be based off each ship. Then have all ship CR averaged out to show Fleet CR. Doing this also gives a ship a different operational characteristic like fuel usage does. Since crew is used as the factor of CR. A ship's calculation could be rationed out like this, ((SC-35%)(Normal Operation-60%)(Peak Operation-5%)).
Peak Operation could be a small buff of operational stats like burn movement speed, or reduces supple usage. While a ship falling to SC at 35% will receive the current effects. Could even add a random Mutiny event for that ship if CR goes below 15%.
This will keep, if not enhance, the importance for Crew carriers in a fleet to over supply for long campaigns from a supply chain. Another benefit to ship based CR calculation would be knowing what ships are are low in CR. By giving a warning at, lets say 45%, during travel. Will keep the player informed to what ship is low, and how many ships. While not having to be in fleet window.
This could look like: Warning! "Ship name" is at 45% combat rating with ( x ) others.
All this is just my, off the cuff, pipe dream.