Posted by: nakorkren
« on: August 13, 2023, 03:18:12 PM »
@Garfunkel, well noted on this being a Soviet-style design choice... When searching for a name I considered the "Kiev" class but felt that was too on-the-nose.
The problem I was trying to solve was that unless you have enough fighters to perform highly effective PD, they can be shredded by ships with AMMs and a few spare MFC (only 5 to 10 tons each, why not add 10 or 20 to a large ship as cheap anti-fighter or FAC insurance). Or they can be shredded by ships with beam PD plus extra BFC (not as effective since BFC are much larger to get tracking speed, but still achievable); e.g. enemy fighters or STO weapons. This is not a theoretical problem; it happens regularly when you try to clear out a fleet turtling at a home planet or spoiler defended moon/planet with significant STO units supporting, and in player vs player campaigns would be easy to use as a counter to a fighter-heavy enemy. Hence I wanted some larger ship which could tank the AMM spam (with PD help from the fighters) until the enemy runs out of AMMs and be able to preferentially take out the beam PD ships at range while the fighters are still holding back. I suppose the enemy could then try to close with you, and since the carrier cruisers are so slow they wouldn't be able to hold the range open very long, so at a minimum I'd need to make them faster.
I guess an alternative to this would be to make the fighters longer ranged, i.e. give them reduced shot larger bore railguns, or 10cm lasers, but then they'd be much, much less able to defend themselves from missiles. Or I could split the carrier and cruiser functions apart as suggested, and keep the carriers away from the fight. However, I would almost certainly not be able to build them at the same shipyard, which was one benefit of the carrier cruiser concept, and would need a 2nd large shipyard or to retool in between, which is expensive for large shipyards in both time and resources.
Putting commercial engines on means needing to build even bigger naval shipyards to keep a reasonable speed (although the fuel savings is non-trivial). I already build tugs and cargo/colonist/fuel/harvester/troop pods to be towed, which makes my transport fleet much more flexible... Why not take the idea to the extreme and build hanger-pods that are towed to battle by those tugs? That separates the engines (which you'd like to upgrade every so often) from the hanger moduels, which are expensive and never need to be updated. It also separates the military-only parts (hanger decks, sensors if desired, armor if desired but now likely not needed) from the commercial parts (engines, fuel, MSP, engineering bays, etc), which keeps your naval shipyard size lower and the ships and pods RCS lower.
The problem with any approach where the carriers are lightly defended at any point (transit to battle or once the fighters are deployed to the target) is they are very, very vulnerable to SHTF when your enemy surprises you. You could leave some fighters back to defend, or one or more military ships, I suppose. You should also need to put more fuel on your fighters, to give them enough range to leave the carrier-pods somewhere further back of the fight.