Okay.
We are not even in the same room on this issue.
Are Fighters the most underwhelming of the triangle ships at the moment? Yes.
Are they a broken and useless unit? No.
Are fighters the cheapest unit? Yes.
Even being underwhelming, are fighters worth their resource cost? Yes.
Are high mark fighters worth their K costs to unlock? Mk II: Yes. Mk III: Maybe, depends on game.
Playstyles differ of course but the Fighter is the first unit I build to cap at game start and I always keep them at cap because a Fighters role is to kill Fleet Ships. When the AI surprises me and I've got units unexpectedly running around my systems it is the Fighters that are going to kill it for me the fastest and cheapest. And if they can't kill what ever surprised me and die they are nice and cheap to replace and they have bought me time to muster a larger response.
And I'm fine with the fighters being underwhelming, this game has hundreds of units and most of those units will be average in direct combat.
Keep in mind the fighter is cheap, I
like having a cheap unit that I don't mind sacrificing. If the fighter was brought up to the bombers level of effectiveness then it would have to get more expensive and I would lose that expendable unit I use to shield others.
Your other goal seems to be to reduce the spread in DPS between units but again this is something I don't see as needed. The reason attack multipliers are so big is because a unit attacking a target it gets a bonus against is supposed to be massively better then a unit without an attack bonus. Otherwise we would not see attack multipliers as high as they are. Changing the spread of attack multipliers and hull types game wide to rework the damage spread is another beast entirely. (Although it is something I am cautiously for, it is a discussion for another time.)
For me, it comes back to the fact that the fighters role is to kill fleet ships and it is good at that role, it just never really comes up in the game.
When's the last time you were looking at a system and went "I need to kill that AI fleet ball in the AI system."? That is what you would use fighters for.
Instead, the two things you generally ask yourself are "How can I bait the AIs fleet ball into my own system for the turrets to kill?" or "How can I destroy that stationary, high-value target with a raid?". Neither of which the fighter is suited for.
The fact that the fighter does not get used as designed does not make the fighter a weak unit, it just means it never gets to show off its strengths.Now, if you want to overhaul the fighter to change what its strengths are that is fine but remember that a fighter is one of the core units, the 'fighter' type bonus ships are generally kept in the same DPS range for balance reasons so buffing the fighters raw dps would end up carrying over and buffing the dps of a lot of the bonus units.
Having said that, math time.
This was the most recent listing of the changes you are proposing that I could find, are these still correct?
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.
First, hull types.
Fighter has 2.4x bonus against: Armor Rotter, Blade Spawner, Paralyzer, Teleporting Leech, Carrier Guardian, Flak Guardian, Zombie Guardian, MLRS (Bonus Ship), Sentinel Frigate, Short Range Guard Post, Teleport Battle Station, Acid Sprayer, AutoBomb, Chameleon, Cockroach, Cutlass, Neinzul Viral Swarmer, Neinzul Melee Core Guard Post, Viral Shredder, Wasp, Youngling Nanoswarm.
Fighter has 5x bonus againts: Bomber, Maarauder Buzz Bomb, Tank, Youngling Tiger, Resistance Fighter/Bomber, Bomber Starship
Bomber has 6x bonus against: errr, 220 units? I'm not listing all those. Notably all but one or two of the guardians and guard posts are in this list however.
Okay, that discussion on revamping attack multipliers and hull/armor types across all units in the game should happen sooner rather then later, that is
half the units in the game the bomber has a bonus against. (220 of 440 units), and pretty much all of the high value stationary stuff.
Now, there are going to be more AI fleet units defending a system the guard posts or guardians but that is still rather lop-sided.
Anyways, numbers. All numbers are for a Mk I cap, the x1 is the base damage, or x1 attack bonus.
In-Game:
Bomber x1: 78,400 DPS. Bomber x6: 470,400 DPS.
Fighter x1: 117,600 DPS. Fighter x2.4: 282,240 DPS. Fighter x5: 588,000
Wingflier's Proposal:
Bomber x1: 98,000 DPS. Bomber x4: 392,000 DPS.
Fighter x1: 176,400 DPS. Fighter x1.6: 282,240 DPS. Fighter x3.3: 582,120
And replies have been made, see my next post please.
D.