Posted by: Michael Sandy
« on: June 12, 2024, 02:05:45 AM »Missile fighters with box launchers can generally do SOME damage. They may be insufficient to destroy the entire enemy fleet, but they can selectively target ships that would give the rest of the fleet problems.
Whereas if you have insufficient beam fighters to defeat an enemy fleet, you also likely have insufficient to do meaningful damage.
However, you touch on something that I have been struggling with since I first started playing Aurora4x:
In order to deliver decisive victories with fighters you need a huge industrial commitment to fighters and huge investment in carriers as well. But you aren't going to get such a dominance without fighters proving themselves. So somehow fighters have to prove themselves in small numbers to justify the overwhelming commitment to them that can make them truly dominant.
The solution I went with was I built fighter factories in my conventional start games to build scouts and picket forces, and I built multislip 1,000 ton shipyards to make grav survey boats that could be converted into mass missile boats. Capitol ships would have integral hangar bays to support their scout squadrons. Survey fleets had hangars for maintenance, for carrying pinnaces for jump point scouting, repairing distant survey ships, with jump tenders to act as mobile gates for survey forces.
So when it would come to needing to build a quick force to deal with a suddenly emergent foe, there are all their small carriers/tenders serving the survey forces and fighter factories available to utilize the latest technology, and they could generate victories that thereby justify more overwhelming investment in fighters as a major weapon of war.
Whereas if you have insufficient beam fighters to defeat an enemy fleet, you also likely have insufficient to do meaningful damage.
However, you touch on something that I have been struggling with since I first started playing Aurora4x:
In order to deliver decisive victories with fighters you need a huge industrial commitment to fighters and huge investment in carriers as well. But you aren't going to get such a dominance without fighters proving themselves. So somehow fighters have to prove themselves in small numbers to justify the overwhelming commitment to them that can make them truly dominant.
The solution I went with was I built fighter factories in my conventional start games to build scouts and picket forces, and I built multislip 1,000 ton shipyards to make grav survey boats that could be converted into mass missile boats. Capitol ships would have integral hangar bays to support their scout squadrons. Survey fleets had hangars for maintenance, for carrying pinnaces for jump point scouting, repairing distant survey ships, with jump tenders to act as mobile gates for survey forces.
So when it would come to needing to build a quick force to deal with a suddenly emergent foe, there are all their small carriers/tenders serving the survey forces and fighter factories available to utilize the latest technology, and they could generate victories that thereby justify more overwhelming investment in fighters as a major weapon of war.