SMALL CRAFT
1. General IssuesAs a whole, many small craft are too vulnerable, especially when docking onto a ship or taking off. This is largely due to the fact that flak lasers (which shouldn't be limited to just green flashes when hitting small craft the camera can lock onto) can penetrate any form of shield. They are also too easily shot down by flak weapons from enemy ships, and carry too much ammunition for their weaponry in almost every case.
Possible Solutions (in any combination):
-Make (capital ship) flak weapons unable to penetrate any shield type. This would be the most important solution.
-Speed up the docking/take-off process.
-Squadrons of small craft should consolidate into new squadrons if they have suffered casualties. For example, if the max small craft per squadron for a specific class is 3, and a squadron of that class with 2 members docks on a capital ship with another squadron of its class with 1 member, the two squadrons will combine into a single 3-member squadron. The aim of the algorithm controlling this should be to create as many full-strength squadrons as possible.
-Small craft should take a period of time to be repaired and reloaded. The stronger they are, the more time this takes, reduced appropriately for the crew's engineering stat. The vanilla game repairs and reloads small craft instantly.
-Reduce the effectiveness of capital ship flak weapons, possibly replacing them with projectile weapons rather than hitscan beams.
-Small craft should have lower maximum ammunition reserves.
-Change their AI routines to take full advantage of Newtonian physics, such as jinking using their vernier thrusters while staying on target, using Babylon 5 style strafing runs, or the "moving away while shooting at a target" tactic. This would allow them many more attack opportunities rather than just closing straight on with their targets.
2.
Space FightersThese small craft are the most limited in the game. Their weapons cannot penetrate shields, and many capital ship weapons can't be intercepted by fighter weapons. Even deploying them against incoming enemy gunboats or bombers can't interfere with their attacks short of destroying them, which makes them not very useful against huge amounts of bombers or gunboats. Many capital ship attacks cannot be intercepted either.
Possible Solutions (in any combination):
-Make their flak weapons (which should not be hitscan weapons) more effective than capital ship flak weapons, which would make them more valuable for interception and small craft defense.
-Fighters should have a low-ammunition-capacity (probably no more than 4 shots), secondary weapon that fires slowly but can damage devices through shields.
-Change the AI routines of Gunboats or Bombers, so that when they are under attack by fighters, the attacked Gunboats/Bombers must take evasive maneuvers and can't attack their targets as often.
-See other solutions for making more capital ship weapons interceptible.
3.
Space GunshipsGunships are too effective (when spammed) at destroying enemy devices for too little cost. They are also one-dimensional, unlike fighters and bombers.
Possible Solutions (in any combination):
-Gunships should carry less maximum ammo, be less able to penetrate shields with anti-small craft components, fire shorter bursts, and be less accurate (they should fire in a cone-shaped pattern or a strafing line rather than a straight line that always homes in on the targeted device).
-Gunships should also carry a slower-firing, less accurate version of fighter main guns, but it should be a version that cannot be targeted, so they can only defend themselves, not take the fight to an enemy, and thus would also be useless for intercepting capital ship weapons.
4.
Space BombersThese small craft are usually more of an annoyance than an actual threat, due to their somewhat low hull DPS (this is most likely due to how effective shields with anti-bomber/gunboat components are against their weapons). They are also somewhat overpriced in resource points for their utility, and their self-defense flak lasers are a little too effective against attacking fighters.
Possible Solutions (in any combination):
-Make them fire a conical spray of anti-hull projectiles for their primary attacks to increase their chance of some getting through the shields.
-Decrease maximum ammunition load for bombers and increase reload and repair times for them, since they are the toughest class of small craft.
-Decrease their hangar bay space requirement and resource point mounting costs by a moderate amount.
-Make Noah bombers look less like flying moon-shaped biscuits.
-Decrease the effectiveness of their rear-firing flak lasers.
-If bombers had specialty loads to inflict status effects on capital ships they attack, they would increase in tactical value immensely. These specialty bomber loads would be delivered by bombers and attach themselves to capital ships, where they would stay until removed by the ship's engineers, or their batteries run out of power, or (depending on the type) get shot off by friendly fighters (which is the fastest method, but of course would require lowering the afflicted ship's shields).
-Some specialty bomber loads could include "mass augmenters" which decrease an afflicted ship's maximum speed or maneuverability (this effect increases with more of them attached to a ship), "power drainers" which interfere with a ship's weapon power generators and lower its rate of fire, or a "Sensor Scrambler" pod that causes non-homing weapons on the afflicted ships to be less accurate, etc.
5.
Commando FerriesThese are pretty much useless for general combat given their fragility, inability to bypass/penetrate shields, and very limited window of usefulness (since the commandos get killed so quickly), outside of achieving certain bonus objectives.
Possible Solutions (in any combination):
-Improve their resilience to flak weapons, and possibly let them replenish their commando members whenever they dock onto a friendly capital ship.
-Consider replacing them with boarding pods (detailed below).
-Consider letting AI ships controlled by factions with an overabundance of fanatical or easily-replaced soldiers (such as the Vardrags with their cybernetically-controlled Raptors, the Gorgs, or the Sibling) become common users of commandos whenever an enemy ship's shields are down. Like the Raptor Carrier-class ship or the Locust Queen, AI ships of these factions could continually respawn commando ferries or boarding pods so that they always remain a threat.