Anyway, what would be your recommended changes to any wings in question? Be as specific as possible and I'll consider it. Is the target goal to make these wings more competitive with things like the Spark specifically as far as anti-strike craft interdiction?
All I was saying after the fact I understand how SpeedUp! works was my new tests withoult SpeedUp! mod
Example (No SpeedUp! mod, Battle Size set to 500): I fight against Hegemony task force with 1 Onslaugh, 10 Legion and the rest is mostly cruiser class. All of my avaible combat ships are: 2 Paragon, 3 Astral, 2 cruisers and 3 destroyers. I intentionally didn't build big fleet so enemy can deploy more ships then me in combat, cruisers mostly used in sittuations when I need more interceptors and destroyers are to chase the enemy after the fight, they mostly don't fight. In this battle I deployed 2 Paragon and 3 Astral (didn't deployed cruisers with additional interceptors becouse as I thought Hegemony have mostly useless fighters that don't pose any thread and was right, fighter wings from 10 Legion and some carrier cruisers was useless in attack). Enemy PD+interceptors was huge in number but in fact was a joke in combat, 3 Astrals with 20 Flash Bomber (fighter/gunship type, not bomber) and 10 Trident overrun interceptors+PD.
So by that said the goal is that low-grade interceptors of main factions perfom at level that will be at least in some way similar to how Spark perform, they not must be verry similar to Spark and though really strong but 20 Flash Bombers and 10 Trident should not easelly overrun PD+interceptors combined from way bigger fleet like they are nothing. OR mb they should pose some or even significant thread, by one way or another, mb by increasing strenght of individual ships and especially fighters (more about this below) or by lesser increase of individual strenght and by more capital ships (more capital ships, more interceptors, though they will take it by swarm) in strongest fleet/fleets that will protect core systems. In perfect scenario as I see it, I would force players to use "follow me" command more often, for that to happend you need to increase power of core systems significantly, atm this fleet with 2 paragon, 3 astral, 2cruisers and 3 destroyers can attack almost any strongest system of any faction, as I can see this fleet must be not capable doing something like this alone, but its up to you.
disclaimer: it's not the best tactic now when SpeedUp! mod turned off and their PD+Interceptors are in fact much more affective now when SpeedUp! turned off, but not effective enough. Its a demonstration of how bad those fighters are, intercepceptors with taht huge amount Legion Capatil Ships+Cruiser ship wasn't been able to defend. Gunship/fighters was even worst, when interceptors can at least do something, gunship/fighters was almost anytime instakilled by paragon and most of them can do only couple shots or even none.
how I see this can be solved:
1. Fighters problem. Effectivness of low-end fighters should be increased heavily, there should not be interceptors with 250-350 HP and 0 shields (I'm not talking about pirates, only about major factions), HP of those 250-350 HP Inteceptors should be increased 2 times, not sure about the damage though, mb it's enough, whenever they need more damage or not must be tested only with new HP stats. Also something must be done with gunship/fighter/bomber since they don't pose any thread at all in some factions (for example Hegemony), for example increasing HP by factor of 1.5-2 and armor by 1.5-3 to fighter/gunship that don't have any shields and a little bit less then that to bombers, also not sure about the damage, must be tested only after the fact they will met increased HP, in current meta they are incredebally squishy and for the most part can't even get close, even when Player with not big fleet fights vs 10 Legion Capital Ships + 1 Onslaugh + cruisers with fighter wings.
2. PD weapon and weapon that can act as PD problem. This 2nd problem is linked to gunship/fighter/bomber class fighters so if those PD+aka PD weapons will be nerfed, then there will be less upgrades needed of those gunship/fighter/bomber. Capital ship with energy slot can install: Graviton Lance (0-Flux), Razor Tri-Beam (89-Flux), Graviton Beam (0-Flux), those 0-Flux and 89-Flux are super effective as an anti-fighters and torpedo defence and at the same time they are also verry effective weapon vs ships and allows you to put some high flux weapon, Atronach Beam or Apocalypse Aannon for example. On the other side there is 0-Flux Vulkan Heavy PD System wich for some reason much worst vs ships then Graviton Lance or Graviton Beam. As I see Vulkan Heavy PD System, you probably need to increase its effectivness vs ships a little bit, didn't tested it much tough, can't say for sure. Graviton Lance and Graviton Beam should be nerfed and must be similar to Vulkan Heavy PD System, I remember that you can't do anything anything about 0-Flux becouse of limited amount of weapon groups, but you can increase their attack rate and decrease damage, by doing so they will be left at almost same effectivness as PD (more effective vs rockets/swarm of weak fighters, less vs fighters as Trident, Nightmare Heavy Fighter and similar) and less effective vs ships. Also Graviton Lance and Graviton Beam +200% shield and -50% armor damage is questionable, almost all fighters have almost no armor, only Shield and Hull, if that -50% armor don't decrease the damage output on hull, then those +200% shield and -50% armor its almost like x2 damage vs fighters? It's hard to tell exact stats of the weapon as I see it becouse if you will remove this +200% shield damage less nerfing would be needed + its need to be tested, if you would show me how to change those parameters, I can try to change some, tell you exact numbers and you test if you would like those or not, I just can't be 100% specific atm.
3. Weak defending strength of core systems problem. as I already said (I will summarize, hopefully dat make sense in English): by making less big fleets in core systems and making those big fleets stronger (so Player won't kite so much), also by increasing individual strenght of Ships, especially wia making low-end fighters stronger, also by nerfing some OP weapon, not last and not least by giving those elite squads defending core systems more and better officer (good officers make a lot of sense when we talk about core systems of main factions). Dat's the main for now.
Short test. Paragon with 2 Graviton Beam and 2 Graviton Lance vs Paragon with 1840 Flux Dissipation. With that amount of damage and +200% Shield damage it's irrelevant that those weapon don't build Hard Flux, even Paragon shields can't hold, any other ships shield will be evaporated almost instantly + ship attacked by Graviton Lances+Graviton Beams can fire back only with low flux or 0-Flux weapon, becouse of amount of soft flux generated by the hits from Graviton Beam and Graviton Lance. Conclusion: Graviton Beam and Graviton Lance are OP.
Razor Tri-Beam (89-Flux) for me seems like pretty much balanced weapon atm, though should have a slight increase in Flux cost, something ~110-120 Flux should be enough probably, again, I can't say for sure when I just can't test this.
disclaimer #2 (yes, I love them so much, don't ask why xD): I don't really know how to give particullar numbers about of those fighters/weapon/ships changes as I see them. For example I already pointed out early on a problem of Graviton Beam and Graviton Lance being OP (watch video) and you told me that they are not, that they are just verry good choise but not OP. If I would tell you exact numbers for those weapons/fighters/ships then:
1. it will be just a waste of my and yours time, I will write why below
2. for the most part you won't use those
3. if you would use first thing and don't use second, then even that first thing can not work becouse they should be done all at once, fighters/weapon/ships
4. as I already told, I can give you my full vision only if you will show how can I change those values myself, though I will change them and then you can test them
5. even if I will try to tell you all, dat will take A LOT of time to discuss all of those, like for example most of the balancing Hegemony fighters can be done in couple days, after that balancing of other factions will be faster. But at the same time talking about that balance can take months
6. becouse of those reasons above, atm all I can give you its just some small simple things, I just can't see how I can give you my full vision in current format. Its not like I don't like testing, I like it more then actually playing, in some games its the main sense of why Im still playing those games. Its just not really affective in regards to your and my time what we are doing right now, would be much faster if you would allow me to actually help you. If you won't like what I done - dat's not a problem at all, I understand that you have your vision in regards to your mod so its completely ok.