Originally posted this in killer of fate's thread, but I feel like we have different ideas for how to buff carriers so I figure I should make this it's own thread.
Officers having skills that boost fighters would be nice, but making skills specifically for carriers comes with its own problems. You could add carrier bonuses to every skill, but then the sum of 5-7 skill effects would make fighters much stronger than they are now and fighter balance has always been a delicate thing (not to mention support doctrine carriers would become a big headache). Plus, Alex has been tweaking the skills a lot over the last few patches and I imagine that if he wanted to do this he would have by now.
Instead I think the best approach is to attach fighter bonuses to the elite part of each skill so carriers don't end up too powerful, but it would still be interesting picking out the 1-3 effects you want for the fighters on that ship. Plus it gives the player a little more incentive to pilot carriers.
Imagine something like:- Target analysis (elite): fighters get +100% damage to weapons and engines
- Damage control (elite): replacement rate floor is raised from 30% to 50%
- Helmsmanship (elite): fighters get +50% maneuverability
- Point defense (elite): fighters deal +50% damage against fighters and missiles
- Impact mitigation (elite): fighters take 50% reduced damage to their engines
- Field modulation (elite): fighter overload duration reduced by 50%
- Combat endurance (elite): reduces the rate at which the fighter replacement rate decreases due to fighter losses by 25%, and increases the rate at which it recovers by 25%
- Ballistic mastery (elite): fighters deal 5% additional damage with ballistic weapons
- Systems expertise (elite): fighters gain 10% top speed
- Missile specialization (elite): missiles launched from fighters get +25% hit points
- Gunnery implants (elite): fighters gain +100 range for ballistic and energy weapons
- Energy weapon mastery (elite): fighters deal 5% additional damage with energy weapons
- Ordnance expertise (elite): fighters gain 10% rate of fire for ballistic and energy weapons
- Polarized armor (elite): fighters take up to 20% reduced damage when near the carrier
*EDIT*After reading most of the discussion, my current idea is to nuke the current bonuses from fighter uplink, and instead replace it with a hullmod that gives fighters bonuses based on the skills of the commanding officer. If you are a fan of the current bonuses, don't worry! Those will be attached to some of the skill effects, so you can still get them in addition to picking up other bonuses (such as: gunnery implants giving +100 range
and increased target leading accuracy).
The limiting factor to prevent fighter spam snowballing into a mess would be simple: the total fighter bays affected by this hullmod cannot exceed 8 across the fleet. If you go over, all the effects shut off. A softcap works for carrier group because it applies to every hangar in your fleet, but for this bonus you have to deliberately place the hullmod on the ships of your choice so a hardcap would be better for its simplicity. The concept is already a bit complicated with a hullmod granting bonuses based on skills, so then also having to track how much of the full effect you're getting once you go over 8 bays would be a bit too complex for a tier 1 skill and potentially abuse-able in unforseen ways.
This does introduce the potential problem of accidentally shutting off all your bonuses if you salvage a ship that has the hullmod, but I would take a similar approach as phase anchor and not allow NPC/enemy fleets to use the hullmod at all. This also fits right in with the fact that enemy fleets do not use neural link, which is another hullmod that is dependent on a skill to work which also happens to set a nice precedent for this type of thing.
Here is a mockup of what that might look like: