Morrokain, we are talking around in circles. As you clearly have given this a lot of thought and time in writing, I want to pay respect to that by reply back to your post. The effects you describe as of the suggestions is part and parcel of the intention and I am perfectly fine with those effects you describe. I am perfectly fine with reducing the initial staying power of the first wave, as a way to prevent the warding off effect of fighter-type fighters and I'll it leave with that.
Thank you for the respect you have shown. I appreciate the dialogue.
That is very fair, and though I still think that AI changes would help (they are difficult but so worth it to me) I won't debate that point any further either. I have said my peace on that.
If you want to cut down on fighter spam, increase the cost of crew. When every dead fighter = 200 credits, suddenly throwing a mess of interceptors at enemy fleets doesn't look so appealing.
There are obviously points that need addressing here. Specifically, you can still spam Sparks - but these are rare and difficult to find LPCs for. Also, Talons and other low-tech fighters inevitably die en masse. Perhaps low-tech fighter pilots come with a greater chance to be recovered after a battle (because of their redundant safety features, or whatever).
This also makes crew recovery hullmods & skills very relevant. They're usually sub-optimal, since you usually just want to stack the best fighter wings/offensive skills you can.
Has anyone suggested adding deployment costs to the carrier for each mounted fighter? That would go a long way towards cutting down on massed fighter spam while still making them useful.
These fall under broad economical changes upon the campaign layer. These won't really nerf carriers' effectiveness in combat- but
will add an additional "tax" to use them economically. This was tried before in pre-.8 updates where replacing fighters would cost supplies. It... doesn't work out. It just makes carriers unattractive to use in general and favors minimal warship compositions throughout the vast majority of the game until late-stage challenges force "combat supremacy" tactics instead of credit conservation. It locks you into a certain playstyle until theoretical late-game.
I think lower fighter ranges across the board would help. Carriers would be in more danger, and fewer carriers would be able to attack the same target.
4k --> 3k for all 4k fighters, and make the Thunder be special in that is has 4k range (down from 8k).
Lower fighter ranges would do it, although I think your Thunder nerf is slightly too harsh - 5K would be fine, it's a light, fragile fighter.
This does bring nearly all carriers within the station-weapon envelope, however; a not-inconsiderable nerf given that smaller carriers are already less desirable. Off the top of my head, I think that's fine; most weapons don't have 1000/1200 range, the ones that do have notable drawbacks, and destroyer carriers regularly fly right up to stations and die as it is. Another reason to make larger, tougher carriers your striking arm.
It's worth testing to see if there are any unintended problems.
This is one stat (honestly perhaps the only one) that, in my experience, is a valid balancing mechanism as a stand-alone stat nerf to fighter spam that wouldn't nerf carriers' use of weaponry or cause over-use of bombers. Now, that doesn't necessarily mean it feels good since you'd think fighters would have long range like pilums, but it does get the job done to reduce spam capability without making fighters obsolete.
Just like weapon range matters a great deal- so too does
fighter (sigh, did it again) strike craft range.
In the end, why is this true, though? Because, I think at least, the carrier is more vulnerable that way. Since weaponless carriers is a concern for me on its own, it makes sense that good battle tactics should result in the elimination of carriers.
I think that should be the overall design focus.
Fighter limits; limit the amount of fighters that can be deployed.
Sounds like the best option so far since it doesn't mess with play styles other than carrier spam (which would be ideal). For example; Thunders having 8k range is my saving grace early game to capture ships I normally couldn't reach in time. It is also fun having clutch moments when I catch a ship at the edge of retreat all game.
Limiting fighter amount/deployment lore/story-wise could have something to do with comms, considering the implications of organizing 50-100 fighters at once. However it could be implemented, limiting the amount of fighters that can be deployed per battle would directly fix fighter spam issues all round. If it's possible/realistic to implement.
I don't think that is technically nor conceptually easy to design. How would you determine what carriers deploy what fighters/bombers from your overall deployment if there was an artificial limit to the number of strike craft that can be deployed and your total deployment force exceeded that number?
AI problems
A targeting bonus or hullmod (like IPDAI but to destroy fighters) for cruisers and capitals akin to Advanced Countermeasures +50% damage to fighters could help these bigger ships to make a realistic dent in swarms and decrease derping.
This could certainly help. It would also help frigates better combat
fighter strike craft threats.