My Analysis: The problem with the Triangle is that the Bomber is disproportionately powerful and useful compared with the other two Fleet Ships. It has the speed and durability of a Fighter, and a 6x damage bonus against the most numerous and important ship types in the game. Against these ship types (Heavy, Artillery, Command-Grade, Ultra-Heavy, and Structural), it does 4 times more than the Fighter, and 5 times more than the Frigates.
The only drawback, in fact, that Bombers seem to have when compared to Fighters, is that they cost around 4 times as much. However, the cost:benefit ratio of the two ships still seems hopelessly skewed, especially when you consider how easy resources are to come by with the current game mechanics.
Please note that my solution is balancing for the current game mechanics. If people have a problem with the current economic model, hull type distributions, or whatever else, please feel free to make your own threads on these issues. However, I consider the current state of these mechanics to be the current state of the game, and as such I will be taking them into consideration while balancing, as I have seen no indication that they are going to be changed anytime soon. If they ARE changed, then like anything, a new rebalance can be discussed.
Frigates seem to be in a relatively good place, with their major current weakness (in my opinion) coming from the lackluster nature of Fighters, the ship they are designed to counter. In theory, buffing Fighters will be a direct buff to Frigates, as they will become much more necessary in fending them off.
My Conclusion:
Considering the currently underpowered/lackluster state of Fighters, and the currently overpowered/disproportionately useful state of Bombers, my solution is to bridge the gap between the two ships by buffing one and nerfing the other, while attempting to keep their roles intact.
Triangle Roles:
Bomber - The Bomber is an anti-Heavy unit destroyer, and as such, excels against Guard Posts, Guardians, and Force Fields; as well as Fortresses, Golems, Hybrids, Frigates, and many powerful Spire ships. Given the importance of these targets, the Bomber will always be a necessary unit, regardless of whether or not the other two Triangle ships are useful as well.
Frigate - The Frigate is an anti-Light unit destroyer, designed to take out swarms of light and powerful enemy ships before they can even get in range. As such, it excels against Fighters, Melee Ships, Swarmers, Raiders, Neinzul Ships, and most cloaked threats.
Fighter - The Fighter, having had most of the important roles in the game taken by either the Frigate or the Bomber, is a cheap, all-purpose interceptor and raider, who is decent against any ship, but strong against none.
My Solution:
1. Buff Fighter raw damage by 50% [117,600 -> 176,400]
2. Buff Fighter speed from 76 -> 80.
3. Nerf Fighter multipliers by 33% [Medium 2.4 -> 1.6| Close-Combat 2.4 -> 1.6| Polycrystal 5 -> 3.3] - Damage against these hull types stays nearly the same.
4. Buff Bomber raw damage by 25% [78,400 -> 98,000]
5. Nerf Bomber multipliers against Heavy, Ultra-Heavy, Structural, Artillery, and Command-Grade by 33% [6 -> 4]
6. Nerf Bomber speed from 76 -> 62.
Explanation:
Using my proposed changes, the Fighter becomes 50% more powerful against all targets (except the ones it's intended to counter, to which its damage has not changed). It has also become slightly faster, in an attempt to accentuate its role as raider, interceptor, and all-purpose fleet ship.
The Bomber's base damage goes up by 25%, but its multipliers are dropped by 33%. This part is not really a nerf as much as a rebalance of the Bomber's strengths. It does 25% more now against all targets, except for its bonuses, to which it now does 20% less than before.
Where before, the Bomber did 4 times as much damage to said targets as the Fighter, it now does 2.2 times more, making it significantly more powerful against said targets, but not the ONLY fleetship capable of putting a dent in their hull.
Bomber speed is nerfed slightly (14) in an attempt to clarify its role as a medium-speed heavy hitter, instead of a blazing fast harbinger of death.
Final Scenario:
In the ideal final scenario, all 3 Triangle ship types will be worth building and upgrading for a variety of situations, instead of the Bomber being the only one worth fully upgrading in most games. What Triangle ships you use and upgrade will be heavily dependent on the game you're in and obstacles you're facing. All 3 Triangle ships will excel at their role, and be good in different situations, but hopefully complement each other's strengths and weaknesses.
Alternative Changes:
1. Alternatively, to further accentuate the Fighter's "Jack-of-all-Trades, Master of None" role, we could give its two anti-swarm multipliers (Medium and Close-Combat) to Frigates instead. This would be a slight buff to Frigates as well.
2. We could give the new Fighters a sub-role of countering Starships, by giving them a moderate multiplier towards them. Anti-Starship is a role they had before that many people seem to miss.
3. Give Fighters "Gravity Effect Immunity", making them more of a threat on defense, and not so easily held in place by Gravity Turrets and killed before they can inflict any damage. This would also give them a niche role of being decent against Gravity Guardians, Gravity Drains, and Gravity Rippers, while nerfing the power of Gravity Turrets, a structure that many have claimed is overpowered for its cost.
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Thank you for reading.