I've posted some thread-killers in the past, where I've tried lumping all of the various fixes to missiles and strike craft into all-inclusive posts (linked below). I'm wanting to call out certain changes in separate discussions to see if a more focused look at them can result in more constructive criticism.
Hangars are currently still following a heavily based-in-reality format in not allowing any regeneration of their strike craft if those craft are destroyed during combat, regardless of the combat's length. This is at odds with the ignore-reality stance of a lot of other systems for warships, including missiles being able to fire continuously for months at a time, or kinetic or even energy weapons having any accuracy over ranges measured in light-minutes. A good example of a no-combat-regen system that has an out clause is Shield Capacitors, which grant in-combat shield regen even though it's normally not allowed.
Hangars could have a cooldown that starts when the last launched craft from a hangar is destroyed (or some other break point, like half of the squadron quantity), followed by a regeneration phase, and then a launch of the regenerated craft (rather than launching them piecemeal). I don't know how much balancing has been done to strike craft effectiveness with regard to their one-and-done status currently, but I would assume that a system like this could be put in place without having to downgrade strike craft effectiveness too much. Perhaps, similar to the Shield Capacitors, force the ship to have to use one of its auxiliary slots on a Fabrication Plant, if unassisted in-combat regen is too much.
Again, I'm not advocating this change as the only thing needed or even being requested - I just want to focus the discussion on this portion of the problem.
Hangars are currently still following a heavily based-in-reality format in not allowing any regeneration of their strike craft if those craft are destroyed during combat, regardless of the combat's length. This is at odds with the ignore-reality stance of a lot of other systems for warships, including missiles being able to fire continuously for months at a time, or kinetic or even energy weapons having any accuracy over ranges measured in light-minutes. A good example of a no-combat-regen system that has an out clause is Shield Capacitors, which grant in-combat shield regen even though it's normally not allowed.
Hangars could have a cooldown that starts when the last launched craft from a hangar is destroyed (or some other break point, like half of the squadron quantity), followed by a regeneration phase, and then a launch of the regenerated craft (rather than launching them piecemeal). I don't know how much balancing has been done to strike craft effectiveness with regard to their one-and-done status currently, but I would assume that a system like this could be put in place without having to downgrade strike craft effectiveness too much. Perhaps, similar to the Shield Capacitors, force the ship to have to use one of its auxiliary slots on a Fabrication Plant, if unassisted in-combat regen is too much.
Again, I'm not advocating this change as the only thing needed or even being requested - I just want to focus the discussion on this portion of the problem.