Every flight deck after the eight will drag down your fighter performance, even it if has no bearing on the battle.
That means no more Shepherds, no more Ventures, no more [insert civilian mod ship with flight deck], no more Converted Hangar for your logistics ships (which is probably the best survival option for them).
Same dynamic happens with logistic ships without the civilian tag due to skills like Crew Training. I use Hounds extensively early game as my hauler of choice (mostly because I play Iron Man), or alternatively militarized subsystems + safety overrides + unstable injector Drams, but they get removed from my fleet completely once I hit 240 DP worth of non-civilian ships since they cut into bonuses for actually deployed ships.
As for counting civilian and combat ships separately, it seems, well, fiddly to me? You could do it and some people wouldn't apply Converted Fighter Bay, but I'd eventually do that anyways for my civilian logistic ships since it's extra cargo and less crew upkeep. It also is not going to solve how some people feel about Terminator drones on a Tempest getting the bonus. It is also going to incentivize the use of things like Pirate Ventures with converted Hangar along side dedicated carriers for "optimal" fighter bonuses in carrier focused fleets, which may not be an intended side effect. The fighter skills aren't the one's I'd aim to change to encourage civilian ships in combat, as you're already doing two "niche" things: fighters and civilian hull mod. Should other skills have separate DP pools for combat and civilian ships?z
Only counting deployed flight decks would work well mechanically, but would be hard to make clear in the UI.
This seems unlikely to be implemented, for the same reason it is not implemented for skills like Tactical Drills or Flux Regulation. It might make sense, but it'd seems weird to shift the paradigm for only carrier skills and not the more general skills.
@CrashToDesktop
Shepherds are jacks of all trades - ok combined fuel/cargo capacity, while drones allow them to have some contribution to combat while remaining reasonably safe.
A Shepherd with Converted Fighter Bays is pointless - it loses drones that made it worth deploying, at which point it's better to use more efficient pure cargo/fuel non-combat ships.
I should think Shepherds being one of the only 2 ships in the game with Salvage gantry, and the only one of the two with an innate cargo capacity and fuel capacity make Shepherds stand out more than their drones, at least from a logistics perspective. A Shepherd with Converted Fighter bay is 150 cargo capacity, 40 fuel capacity, Salvage Gantry, Surveying Equipment, requiring only 12 crew, 3 supplies, and 1 fuel/light year. In terms of frigate logistics ships that seems pretty good to me. Mix with a Salvage rig, and 5 Shepherds gives 55% more salvage finds (11% more from combat).
Also, if you're using Shepherds for a necessary distraction, then don't you want those easily killed drones respawning faster? Anyone done some survivability tests of shepherds with and without the carrier group bonus?
Not an original observation here, since people have pointed this out many times, but the current system is strange regardless of whether this change is made or not, because the carrier skills reward you for running a fleet of mostly non-carriers, since you get the most out of them that way.
I've always viewed it as getting the most out of it by having 8 or more wings. It just so happens the a 24 wing fleet and a 8 wing fleet get the same net bonus. 8 Heron's with officers get their fighters back 25% faster with Carrier Group. 4 Drovers with officers get their fighters back 75% faster with Carrier Group. You have no additional incentive to add more than 8 wings, but despite how people feel about it, you save the exact same amount of time on respawning fighters across the fleet either way. Making it a smaller maximum bonus, but increasing the number of wings it applies just make the skill overall weaker and forces you to go all in on carriers. Same thing is if it just applies to 240 DP worth of combat ships - Alex would likely drop the bonus from 50% to 20% for Carrier Group.
Wolf pack tactics is limited by your officers, as opposed to DP. If you're not using mercenaries (or Automated Ships), your typical fleet has at most 9 or 11 frigate slots for Wolf Pack Tactics. Given frigates tend to be DP cheap, it is hard to hit 240 DP with only officered frigates. It's arguably balanced by the fact you are sticking an officer in an 8 DP frigate instead of a 20 DP cruiser, and the skill most likely doesn't actually apply to every ship in your fleet.
Now if people are making the argument the skill is too weak, especially given the existence of something like Elite Missile Specialization, requesting a general buff to percentage numbers or total number of wings makes a lot of sense to me.
The problem is that fighters scale badly. In the early/mid game having a carrier or two in your fleet can be quite effective. But as fights get bigger and bigger and ships get more and longer ranged guns, fighters don't have anywhere to go anymore - they have to cross longer and longer distances(because range icreases) under more and more fire. This is augmented by the fact that AI is very careful around fighters and will often hold back until most of them are destroyed.
This raises a question in my mind, why don't long range missiles have the same scaling problems? Is it because missiles are more survivable and more likely to reach the target (i.e. Squall hit points)? Lack of a missile replacement rate that slowly makes missiles less effective over time? Missiles being more spammable innately, and Expanded Missile Racks + Elite Missile Specialization makes them easy to overwhelm PD while having sufficient reserves to kill each and every ship?
I feel like the biggest nerfs to fighters in the last 3 or 4 releases has been the removal of the damage reduction skills. Being able to keep a critical mass of fighters up in the air has always been the key to their strength. If too many get shot down, they cease being effective. But if you can't shoot them down, they'll start wearing down ships quickly.
I wonder if elite System Expertise, among its random collection of bonuses, had a -30% damage to fighters, +30% fighter speed bonus would be too much. That would at least put fighters closer to the same footing as Elite Missile Specialization missile boats on officered ships.
I wouldn't mind it. The bomber being there in the first place is an act of RNG. Esports skill games like Mobas even have RNG at critical points. Probably less frustrating than fighters having good AI and hiding in your turrets' blind spots or visibly dodging.
The game does have RNG in the form of shield piercing weapons and emp arcs, but for some reason this suggestion feels fundamentally different somehow to me. I guess it's more of a punishment instead of a reward (you hit, so have some bonus ion damage versus you would have hit, but nothing happens). I'd much rather figure out what the equivalent additional survival time is, and just make it an equivalent penalty to damage. If you have a 50% chance for any given shot to not deal damage, just have a skill which gives -50% damage taken or so instead.
Taking a bigger step back, I do wonder what the intended balance between point defense, support fighters, and interceptors on one side, and missiles and bombers on the other, is supposed to be, as opposed to where it is right now. As well as balance between options on the same side of that equation.
Should a ship with an officer that only has Elite Point Defense as a skill on a ship with Integrated Point defense and ITU hullmod and half their weapon mounts fitted with PD be able to stop 100% or 50% or 25% of the missiles from an equivalently DP costed ship with Expanded Missile Racks and ECCM, an officer with only Elite Missile Specialization, and half their weapon mounts filled with missiles?
What about PD ship vs bombers from a carrier? PD fighters from carrier vs missiles?