Thanks for your answers, the both of you.
Naming ConventionWhat is misleading is that a ship named bomber trumps fighter. This is not just ' in most games' that it is like that, it is in the real world too. I'm a wargamer (TBS) before being anything else (dating back from boardgames, discovered some 25 years ago!), and really, having the opposite is something so unnatural too me that yes, this is part of the problem.
I understand that I can rename ships though, so perhaps I'll rename Bombers to Frigates but still, a ship which can dispose of both nimble ships (fighters) while being an anti-structure one is anyway against my whole wargaming experience, and is so not natural to me. Sorry, this is in my opinion, sure.
Rock-Paper-Scissor (RPS) game designThis is your game design, so you prevail. But yes, I don't like RPS system. I feel they are a bit (sorry about the words) like a work around for a solution which was not found. Because, again they are not natural, or at least it seems they are not. RPS system can emerge naturally, as in the real world, because of units' stats, but "aggravating" the effects with artificial modifiers... I simply don't like. Perhaps you don't have differentiated enough the weapons classes. People can understand that bombs damage structures. Or even that say laser melt armors, but are reflected by shields. Anything like that, and then you get from the stats of your ship what he is good for.
If I remember well (and I'm not that sure, because there the interaction matrix is huge), Raptors are one shotted by cruisers. I can accept that, if I'm facing a consistent system. Say you decide that raptors have only armor, not shield, and that missiles real eat through armor. And then, I would just have to know this fact, and see that my Raptors having only armor, I need to be wary of ships with anti-armor weapon, like missiles and lasers, but things like bullets, I don't care about, because (in the system created), armor protect against bullets. The system is consistent.
Here I simply feel it is not. The matrix appears very artificial too me. Compare to Sins of Solar Empire or even to a lesser extent to Supreme Commander, the system is much more natural because it is "weapon/protection" based, and not artificially created by saying: "Let's say that Cruisers does 10 damages against Raptors, 5x against that and only 0.1 against that ...".
About the matrix. Yes I have to know it, in the end. Because I just can't spend my time, if I want to play efficiently to roll over tooltips, at least for the main ships. I need to know before seeing the "Nemesis ship" that it can dispose of my fighters, raptors, whatever, and plan accordingly, when I create a strike force.
I regret that there is RPS because in the end, the game having so many strategies and subtleties, it was not needed. With modding, I could have altered this artificial construct and recreate one which was working (again, for me) more naturally, by identifying weapon and protection types, and recreating a consistent system. It seems I'll have to cope with what the game propose.
About modding:I believe this is a false excuse. When you develop a product ( a game or something else, I'm in database system myself) you have a kind of development philosophy, and many things are done like that, from the start, because you think it is the right way to do so. So if modding is not available now, this is not because it seems a low priority to the main dev, but because either he don't like modding enough, or he has hard coded so much things in the code t hat it is now too late to open the game for modding. Either way, I can bet some significant dollars (or euros, they are worth more
) that we won't see significant modding support for this game before a very long time, a very very long time. Perhaps never. This is my opinion again, and I would like to be wrong on that, but as a dev myself, I have the feelings that if modding is not there from the start, then it was not planned for, and will never appears.