Before I respond to that, let's get something straight: Rock-paper-scissors doesn't exist in real life. It's a very black and white/polarized way of looking at combat or balance.
Except that balance in the game is setup around Fighters> Bombers > Frigates > Fighters so Rock-Paper-Scissors exists, and it's going to continue to exist regardless of any changes made to the Fighter and/or Bomber.
It's clear we disagree on how to go about this and our opinions are so far apart that we are not going to convince each other so instead, here's my mental image of an "ideal balance" situation.
Bomber: Structures and defenses killer.
Fighter: Fleet Ship Killer.
An enemy guard post under a Force Field is the target, it's defended by several fleet ships. (The AI Fleet Ships would actually come out to attack the strike force en route, not camp underneath the FF.
Strike force of mixed fighters/bombers.
Assume rough parity between the two sides for example purposes.
Your strike force is half way and the AI sends its fleet ships to intercept.
You then send your fighters ahead to intercept the AI's fleet ships, probably lose most/all of your fighters but lose none or very few of your bombers as they finish the AIs fleet ships off, but there are enough bombers left to carry through with the strike.
Having cleared the AIs fleet ships your strike force is able to return to your own system without any further losses.
To make this work, AI fleet ships have to be a threat to your bombers so that your own fighters have a purpose, which is why one of my suggestions is to reduce bomber armor to make fleet ships more of a threat.
I'm also puzzled by this.
2. Current Balance - Fighters start coming in range, player send his own Fighters to intercept, allied Fighters do joke damage, all the Bombers die. Mission Failed.
This is standard operating procedure for me. Well, kind of. I send the fighters in a second or two ahead of my bombers to eat the Alpha Strike and then bring the bombers into the melee to take of the guardians/guard posts that are present while my fighters and the AIs fleet ships have a big furball around them.
This is because as opposed to my ideal possibility above, in game I don't get intercepted, it's me descending on a guard post with its defending guardians and fleet ships still present.
I am actually kind of puzzled. From the way you are talking you seem to be running into a
lot fewer AI fleet ships then I do. How many ships does the XXX Enemy Ships in System the top left corner usually display when you launch an attack? Except for the really early game I'm almost always above 300 and 500-600 is quite common.
I think I play a slower game then you so reinforcements have more time to build up but I see my fighters killing things when combat happens, you seem to feel fighters are almost worthless at the moment.
My playstyle is about my bonus ships and adapting to the map and the opposition, not "bombers". I could care less about the bombers. If not for the two core FFs and the fort on the homeworlds, I wouldn't bother with them.
Mmmkay, cool. Well I was about to play a 9/9 game with 5/5 Advanced Hybrids without using Fighters AT ALL, to show people how unnecessary they are to win. You should play the same game, without using Bombers (or Bomber equivalent bonus ships). Tell me how that turns out for you
I disagree this proves anything. Because you can bait AI fleet ships onto your worlds you have alternate means of killing them so you can play a game without the Fighters unit. You are still building "fighters" however, they are just named different things, they perform the same role as the unit Fighter in killing fleet ships.
If you can do the same without building any turrets (being the 'fighters' by another name in this case) then I will concede you have a point .
I personally can think of lots of situations where I would use Fighters for intercepting, raiding, and defense. Kiting tactics could be a lot better in my iteration where Fighters were faster and more powerful.
And this is making the bomber and frigate weaker.
Yes, fighters should be for intercepting (which does not happen enough in the game at the moment.)
Bombers are for raiding, Frigates are for kiting with their huge range advantage. Making the fighter able to raid and kite is weakening the bomber and frigate by encroaching on their roles in the game.
As an alternative, I propose changing hull types on just Guardians so most (not all) of them are weak to Fighters. That'd give them an explicit and important purpose on offense and doesn't require a complete overhaul (for now).
I support this idea.
Something like this is workable, it is really applying the armor/hull type rebalance to just the guardians instead of the entire game however.
This is going to be my last post tonight, I'm now offline until tomorrow.
For me, the bottom line is that I agree that the fighters get overshadowed because there are other units in the game that also compete for the same role, that of killing enemy fleet ships.
That does not make the fighters broken or underpowered. Flat out buffing the fighters stats will start encroaching on the roles of other ship types in the game.
Which is why things like increasing the fighters attack range to match the bombers and giving it a slight speed boost are things I support. Both of these things help it to kill enemy fleet ships better and don't have the fighter encroaching on other ships roles.
D.