Since a few people are discussing how to make capships useful, I eventually settled on a policy of making blob turrets a bit more effective while differentiating between different types of capships and drastically reducing the killing power of fighters against larger ships without using specialised weaponry.
This has a few effects:
1. A wing of fighters has less than 10% of the usual effectiveness against cruisers. I may play with the numbers but it is virtually impossible for a wing of fighters to kill a cruiser now without exceptional luck at low difficulties. You get slaughtered. You can equip all the Maxims and Trebuchets you want and you won't do squat without specialized weaponry. This is the effect I wanted.
2. The introduction of Hardened targets which represent specific, sub cruiser targets that are designed to be a threat in the field. These necessitate the use of Impact weapons which are much more limited and reduce the amount of damage a group of fighters can do in the absence of these weapons. They also allow a limited element of engagement for cruisers.
Further, weapons designed to knock out turrets will also carry huge energy drawbacks. So knocking out turrets will be harder.
This was balanced by formalising the "strike bomber" role of the Athena, the Artemis and the Zeus against convoys and hardened targets as well as cruiser level targets through the introduction of an Impact class of weapon. Impact weapons are designed to bridge the gap between bombs and normal missiles. They are massable on bombers and allow even a small number of bombers to deliver devastating strikes to entire hardened convoys provided they are protected. This will be a feature in missions

Finally, what I did to the cap ships themselves.
I seperated out the blob turrets into three different damage types: Siege, Impact and NormalWeapon.
- Siege Weapons do substantial damage right the way up to destroyer class but fire fairly slowly and are limited to firing at larget targets. They do virtually no shield damage so are not a threat to fighters. They now resemble plasma artillery turrets. Big blobs firing infrequently with long laser trials, impact shocks and explosions.
- Impact weapons are designed mainly to eliminate targets smaller than the cap ship and do some limited damage to fellow capships. They are both big damage weapons so they can kill capships. They fire much more rapidly but do substantially less damage to capships than the Siege weapons do. Generally they are designed to pick off targets smaller than the capship itself.
- NormalWeapons are the small turrets and I've set them to be burst fire rapid shot turrets akin to flak. They fire three low damage shots every recycle for low damage, all the time. They are just about dodgable at the moment though I may slow them down a little if playtesting goes poorly.
All blobs have had their impact effects and sound effects changed to be more.. uh.. impactful. You can now see the landing of blobs by small shockwaves that emanate from the impact spot as well as small explosions. It looks pretty ****ing cool tbh.
This has necessitated one final change - to bombs. I never felt the Freespace manner of bombs being launched from six feet above the target's hull and travelling immensely slowly was particularly fun. So I'm going to be making bombs faster, harder to hit, smaller and easier to lock on with but the capital ships they are launching them at are much more capable of defending themselves.
I may also see if I can set a miss chance into the blob turrets. Not sure if there's a table entry that will let me do it, I'm still learning.
They have been designed so beam weapons massively outdamage them against harder targets. Beams are in their own weapon class, automatically on par with siege weapons. Heavy beams (BGreen/SVas and above) are in the HvyBeam category and do 200% damage to civilian ships. Set one to fire on a Triton and it instantly killed it. I've also changed the beam penetration values so when a small ship is hit by a heavy beam, it looks like it is getting the numerical pummeling it is in the game.
So in conclusion I've tried to make things a bit more predictable, remove a few annoying immersion breaking mechanics that have stuck around for a while and tried to make weapons fit their description a bit more. I hope people like what I've done when I release it
