Depletable carriers serve a gameplay niche of ideally having superior performance initially, followed by much worse performance subsequently. Against a theoretically equal enemy, you should suffer tactical losses (but strategic victories) until the enemy force is depleted enough to not withstand your superior alpha strike.
'Consistent' carriers are just another form of missile combatant.
that is because of real life limitations on airplane limitations that rarely apply in video games. If WW2 carriers were capable of quickly launching all their fighters for a massed strike - like you can in Stellaris - they would have. WW2 planes also attacked once and then retreated - since Stellaris fighters don't use ammunition or fuel, the rational method of employment is to keep attacking as long as you are capable.
Additionally, in pure gameplay terms, regenerative hangars are rather pointless; if a massed strike is destroyed by point defense fire, a wave of 12 fighters or so (from a regeneration tick) will be knocked down before accomplishing anything at all.
As long as the regenerative capabilities aren't close to, equal or better than the enemy's ability to shoot down strike craft, you still have that "Big Alpha, not much sustain" dynamic on strike craft. I don't think people are asking for strike craft to be a different take on missiles, just not a wasted slot in a fight you plan on taking past the point emergency FTL is available.
And in gameplay terms, the fact is strike craft and missiles aren't being used "at all" unless it's early game (even the AI stops using both once it get it's hands on Kinetic Artillery, T3 disruptors and T3 plasma) or someone who isn't aware of how terrible they are compared to other options. Obviously there is the PD side of things that needs looking at as well, but as the OP says, this is a thread for Strike Craft in particular.
EDIT: Your superior initial performance does give me an idea. Historically, the one of the big appeals of Carriers is the ability to project power over much longer distances, attack targets miles away from where the ship actually is, even inland. If Strike craft could be deployed to engage combat on their own, that could create a very interesting dynamic where your carrier fleet can attack orbital stations and an incoming hostile fleet safely from the edge of the system, ready to jump out when the strike craft are driven off or the enemy fleet gets too close.
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