QUOTE (ReclusiveOne @ Sep 5 2010, 04:14 PM) <{POST_SNAPBACK}>
Well I guess everyone is saying the same thing: Mantas rule, vipers suck, bay variants are annoying. All this I agree with and I thank you all for your feedback. On a side note do any of you think that I should use the require field in the outfits so that only larger ships can buy bays? There are a few fighters I've implemented where if you sell all the standard weapons and your incredibly lazy, you could buy a fighter bay and mount it on a fighter or gunboat.
If I might point out, most everyone seems to be saying that in stock EVN, fighters were more or less a waste of time, excepting the manta. I personally didn't like the fighters in stock EVN, but in 'Classic' EV and EVO fighters were more worthwhile, and the reasons were the reasons that everybody's been listing as reasons not to buy EVN fighters. There were only a few different bay-able fighters in EV (you could actually only buy one bay, and I didn't use that one, but there were 5 bayable fighters TOTAL), and they were cheap compared to your ship (A 20 Million Confederate cruiser loaded with 4 900K fighters? No problem. A 10 Million Kestrel loaded with 2 1.2 million lightnings? Fine).
The other thing that was true in EVC and not so much in EVN is that the fighters were more resilient and more capable. Of course, a missile was a thing to fear in EVC and missiles are almost meaningless in EVN, so fighters mounting 2 missiles were great.
Here are the things I think might make your fighters worth while:
- Make them do something useful, I hate when fighters are capable of taking down cruisers on their own, but if you limit their armament or even give them fighter-specific weapons that do some damage, and then they go in to reload, that might work.
- Make them cost-effective. I'm a fan of a more diverse pricing scheme than NOVA had, especially since a 10 Million Leviathan could do regular-cargo deliveries that netted several million. So your fighters can cost in the 500K-2Mil range, but then I'd expect your cruisers to be in the 15-30 Million range. Maybe even up to 50 or 100 Million, depending on your missions, available freighters, and special cargo runs.
- Make them mass-effective. While I don't think you should make a fighter bay only weigh in at <10 tons, you should make them a reasonable proportion of the ships that can mount them. As DarthKev was pointing out, don't let other fighters mount fighter bays, but also don't make fighter bays take up all the space on your cruisers.
- Make them have special, fighter-only capabilities. For example, the fighters in EVC had near instantaneous shield recharge. If you didn't drop their shields and destroy them (I'd advise against that, and add disable-ability to your fighters so they can be captured) before they were out of your range, they'd be fully recharged by the time they came back. You can deal with this by giving your ships special anti-fighter weapons, use point defense to your advantage.