I presume that part of the reason for the fighter status change has to due with the errors generated in movement that I reported.
Yes, that was one of the main reasons for me to start looking at the way fighters are handled. A lot of the abiltiies that yourself and others have asked me to add to fighters are already available for ships. Making fighters use the same rules as ships also makes them internally consistent so they are much more believable than a different type of unit following different rules. Finally, until v2.6 I had to maintain code for ships, fighters and precursors separately, which meant if anything major changed in movement, sensors, combat, etc I had to update three separate areas of code which took three times as long and had three times the potential for error, or simply for missing something. Now I should be able to add features more quickly and with less potential for problems.
I like a lot of what has been suggested. But... I'd prefer to try to keep the size of fighters small.
They should at least start with missile rails that can only be reloaded aboard ship not from an internal magazine. A possible later upgrade being internal rotory systems.
I have created a new weapon system called the Launch Rail, although its more like a box launcher in reality. It can only be reloaded within a hangar so although ships could mount them it's not a great idea unless there is a huge hangar nearby for reloads. This also means that fighters will need carriers or bases with hangars if they want to reload. I'll combine the existing hangar bays and parasite hangers into one system similar to parasite hangars but half the size for more flexibility.
The Launch Rail is 15% of the size and cost of a full size launcher, although because there is no reload rate it is usually much cheaper than that because only the base reload tech is needed. The Launch Rail will require 15x the base reload time once it is on board a mothership, so a Size 4 Launch Rail will require 30 minutes to reload (30 seconds x size 4 x 15). I'll probably add some code to speed that up with a fighter operations bonus. Here is an example below
Size 4 Launch Rail
Maximum Missile Size: 4 Mothership Reload Time: 30 minutes
Launcher Size: 0.6 Launcher HTK: 1
Cost Per Launcher: 1.2 Crew Per Launcher: 0
Materials Required: 0.3x Duranium 0.9x Tritanium
Development Cost for Project: 12RP
Note that Launch Rails are not affected by increases in Reload Rate Technology as they are reloaded by the crew of the Mothership
The Launch Rail can be developed at any time as there is no pre-requisite. The smaller reloadable launchers are more expensive to develop and will need the preceding tech as well. Although you could potentially put a reloading launcher on board a fighter it won't be a good idea because the fighters are relatively short-ranged and will likely be able to land and reload their launch rails more quickly than the smallest reloadable launcher. For example, the quarter size launcher with Missile Reload Tech 3 will require well over an hour to reload and is almost twice the size of a Launch Rail. Unless it was for some specialist function it would not make sense to build a fighter with half the firepower and twice the reload time. It may make sense to do that for Fast Attack Craft though because they will have much longer deployment periods.
A series of light extremely short ranged weapons for engaging other fighters is a must. It should be a self contained system similiar in principal to gattling and chain guns (ie weapon and magazine as a unit). As they progress in grade the rate of fire should increase (5 rounds per 5 sec, 6 per 5, etc). Each round does a fractional point of damage. Not all necessarily hit though.
To go with the light weapons a modification to armor handling is needed. Simplest is that an armor rating of 1 is handled different. Allow for cumulative fractional damage to eventually get a single hit through. As an example fighter gun rounds do .1points of damage. If within a single 5 second pulse a fighter with armor rating of 1 recieves 11 hits, the eleventh penetrates for a single point of internal damage. The counter resets to 0. It also resets to 0 a the beginning of the next pulse along with sheild regeneration. Yes, ships with armor ratings of 1 are vulnerable as well, ships in combat areas should use tin cans for armor .
Progressive ability to penatrate higher armor ratings should be allowed, but should be expensive to research and implement. Mainly to keep fighter to fighter viable not as warship killers.
I like the general principle, although I will probably handle the mechanics a little differently. The main thing is though that you have now given me the basis for an anti-fighter weapon that ships won't automatically want to use, which is great!
How about instead of fractional points of damage, which I would have to track and possibly allow for repair later, have a weapon that has the potential to cause damage to fighters and missiles but not ships with a full 1 point of armour. I would implement John's idea along with this so that ships also had the option to use the 0.5 fighter armour. However, there is only a chance for each hit to penetrate 0.5 armour, or even the 0 armour of missiles, rather than a cumulative effect that isn't used in other parts of the game.
The mechanic in coding terms would be that each shot from the mini-gun has a chance of inflicting a full 1 point of damage. If that happens, that shot would kill a missile, and have a 50% chance to penetrate the 0.5 armour of a fighter and still bounce off a ship with warship armour. This would allow also strafing of "thin skinned" ships or FACs if the player used 0.5 armour for them.
I could do this by having a reasonable chance to hit and each shot from the mini-gun that hit would then be tested for penetration (which could be part of the technology for the weapon) and if it penetrated it caused a point of damage. An easier way to handle it would just be a low or very low chance to hit but any hit was a 1 point hit. The beauty of this weapon is that it is fine for an extended dogfight between fighters and a low-odds shot at a missile but it isn't a good weapon for ships given they usually have a very limited time to engage a missile. Technological advancements could include higher rates of fire as you suggested. I would also use John's idea about using a zero or small size gun-only fire control system that used the fighter's own speed for its tracking speed.
I may also add an ability for fighters to "lock" another fighter into a dogfight based on a combination of speed and pilot (commander) initiative. Once locked, the fighter with high speed/initiative would always move last during movement, giving it the ability to stay with its opponent and continue firing.
How does that sound?
Steve