A perennial suggestion but one I'll continue to make, it'd be my dream for ground support fighters to be replaced with an aircraft-type unit.
Like... if you manage to put that into the next release (whenever that'll be), that'll be the perfect version and barring bugfixes I would desire no new features.
I know ground support doesn't really work, so I will sort that at some point.
Airsupport (Space/Air/Ground) in general IMO is a very tricky area to balance in all games, which is prone to end up either overpowered or too weak to be useful at all, because it's very hard to account for the sheer complexity in possible interactions (size of forces, types of forces, types of weapons & units, types of terrains & other modifiers). It's also very easily exploitable with a simple implementation by using a minimal throw away ground force just to "check a box" and then blast the living bejeezus out of a large enemy ground force with a massive air/space force.
The most realistic implementations of Air Support that I have seen in other games is where the main reason to use it is not direct damage but various bonuses and force multipliers for the boots on the ground (which I think could be a bit tricky to show well in the Aurora C# UI). That gives a clear (and controllable) cap of how much benefit it can provide maximum, which can be scaled until your happy with balance. It's also more realistic because no serious landwar can be won without a competent ground force, and there is alot of real diminishing returns when just throwing more bombs/rockets/orbital strikes stops being useful because the enemy either adapted or became desperate enough to disperse forces among the civilian population & installations to ensure you will be conquering nothing but ashes.
Some brainstorming ideas:
- Air/Space support which can break up a stalemate (no one want to attack because both sides are heavily dug in) => Reduce
effective enemy dug in bonus lowering damage for your supported ground forces. This should not be able to reduce the defensive bonus from terrain (since jungles and mountains lower effectiveness of airsupport also).
- Air/Space support which can take out STOs with lower collateral damage (drop a smaller force to assist taking out numerous well dug in STOs in mountainous terrain planets) => Greatly Increased accuracy for attacks vs STOs when there are friendly ground formations with FFD available.
- Air/Space support which increase fighting efficiency of supported ground forces => x% higher attack/avoidance values for formations with FFD support due threat of airsupport lowering enemy options and providing friendly recon.
I do think that the approach with FFD is correct here and something that should be expanded upon even if allocations could be much better handled/automated as it's micro-hell currently to assign hundreds of ground support fighters. What I feel is missing from this mechanic is a maximum amount of "tonnage" size formation per FFD so you cannot abuse bonuses by making a massive formation with a single FFD. A FFD equipped light vehicle is 72 ton so I would suggest maximum bonuses being reached when having at least 1 FFD component per either 1000 or 2000ton (7.2% or 3.6% tonnage as LVH-FFD for full bonus).
With this approach the current damage values (which are on the low side) can be kept as they are.
Some other QoL/Balancing ideas:
- Ground support fighters (or perhaps any ship) below certain size probably shouldn't become wrecks when destroyed to lower micromanagement.
- AA needs to be balanced to not be binary or lower/counteract the ground support bonus instead (currently below a certain value it does nothing, and above it all fighters will be massacred).
- It would be helpful to be able to build dedicated ground support fighter designs with GFCC
- Treat them as wings/not clutter the Naval OOB as much, own UI window?.
(although I can imagine that the last two would not be fun/easy to code)