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Cordane

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Realistically, what is it that should make Strike Craft successful? Why should they do anywhere near as much damage as they do? In part, I ask this based on relative size of the craft and of the weapons that they use.

Based on a number of factors in Stellaris (Command Points, Cost in Alloys, Build Times, number of S-slot equivalents, etc.), I view Battleships as being 8x the mass/volume of a Corvette. If they are proportional to each other, the Battleships would be 2x as long, 2x as wide, and 2x as tall as a Corvette – put another way you could kind of squish 8 Corvettes into the same volume as one Battleship. Vanilla descriptions of Hangars and the SC that are “mounted” there talk about 8-craft wings that come out and attack targets. Even if the Hangar slot basically takes up more volume than an L-slot turreted weapon, a Battleship could conceivably have 6 Hangars mounted (by L-slot equivalence) and that’s just taking up maybe a third of the Battleship’s internal volume. So if we only have a Hangar hold the 8-craft wing, and each craft takes up 1/8th of the 1/18th of the Battleship’s internal volume, then at most each craft is 1/144th of the volume of the Battleship.

Weapon-wise, all of the weapons on a Corvette are worth 3 S-slots (either 3 actual S-slots, or a G-slot (M-slot equivalent) and an S-slot, or 2 S-slots and a P-slot (S-slot equivalent)). A Battleship could carry 6 L-slot weapons or variations that would each be equivalent to 24 S-slots, or 8x the S-slots of a Corvette. This makes sense based on relative volume and mass of the two ships. But the typical ratio of damage output increases by 2.45x each size (square root of 6). For example, a Corvette with 3 S-slot Tier-3 X-Ray Lasers averages 4.69 damage per day each or 14.07 DPD total, while a Battleship with 6 L-slot T3 X-Ray Lasers averages 28.17 DPD each, 169.02 DPD total, or basically 12x (12.01) as much as the Corvette (two size increases and a doubling of slots). Not counting the outsized increase given to X-slots, if we accept that an 8x difference in size leads to a 12x difference in damage, then a 144x difference in size would translate to north of 330x damage (that’s 2.29x to the 7th power in doubling to just 128x size).

Compared to the 169.02 DPD of the Battleship, a single Tier-3 SC (at even just 1/128th the size) should do less than 0.51 DPD or 4.10 DPD as an 8-craft wing – currently, Tier-3 Advanced Strike Craft do 40.00 DPD as an 8-craft wing. If each Hangar is actually holding one or more 8-craft wings as spares, the size ratio could be even bigger, leading to an even larger difference in damage – at 1/256th, which would probably be just one spare wing, the damage drops to 1/755th of the Battleship, 0.22 DPD each or 1.79 DPD per wing.

How would 1.79 DPD for the attacks from a Tier-3 L-slot-equivalent weapon compare to even a T3 L-slot X-Ray Laser’s 28.17 DPD (never mind the 32.62 DPD for a T3+ Proton Launcher)? Sure, the engagement range of the SC/Hangar could allow its carrier to stay outside of its enemy’s guns, but in practice this distance defense is fleeting at best and the length of time for SC to reach attack Range cuts into their advantage, so let’s just think of it as a 50% Range advantage over the X-Ray Laser. And compared to an X-Ray Laser, SC typically enjoy full Shield penetration (versus having to deal with Shields at a 50% damage malus for Lasers). Between the two, that might be worth as much as half of the X-Ray Laser’s damage – at just 50% of the X-Ray Laser’s DPD, the T3 SC should be doing 14.09 DPD, or about 7.9x what its size would tell you it should do.

In order to justify that much more damage than what I figured, Strike Craft would have to be getting huge advantages elsewhere that we hadn’t accounted for. The one that makes the most sense to me is that the much closer firing Range of the SC could account for more precise shots, but that’s a huge increase by one factor alone. And all of this assumes that nothing is shooting at the SC wings, cutting into the carrier’s damage output while the carrier itself isn’t necessarily taking damage. If shooting at the SC versus at the carrier is seen as an advantage, maybe that cuts into the remaining difference.

The flip side of this is SC Hull and Shields, or just total “hit points”. A Tier-3 Battleship doesn’t exist, so we’d have to work with a Tier-3 Corvette, meaning Advanced Corvette Hulls (500 Hull) and a maximum of 330 points in Shields and/or Armor, so 830 hit points (assuming no other modifiers). A single SC is around 1/63rd the damage capacity of a Corvette, so 1/63rd of the Corvette’s hit points would be 13.20 per SC. Currently, each T3 SC is shown to have 45 Hull and 30 Shields, or 75 hit points (around 5.7x as much).

Matched up against that would be Flak (and to a lesser extent Point-Defense). Both weapons go into P-slots, so they’re basically equivalent to an S-slot shooting at a Corvette. If they do the equivalent damage as a T3 S-slot X-Ray Laser, then they would be doing 1/63rd of that if they’re expected to hit SC at the same basic rate. T3 S-slot XRL is 4.69 DPD, divided by 63 is 0.07 DPD per 1/32nd S-slot equivalent. That’s one 1-hit-point hit every 13.4 shots (7% net Accuracy, after removing Evasion minus Tracking), at the 4.6 day Cooldown-per-shot of the S-slot Laser. But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4.6 days, or 6.96 shots/day or 3.48 per 0.5 day Cooldown. If you consolidate the 3.48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0.47 DPD. If you state Accuracy as 75% (same as vanilla) and then expect a net Tracking around 50 points below the SC’s Evasion, you’d get that effective damage rate – if you expect Flak Tracking to end up negating SC Evasion, then base Accuracy would need to be around 25% on 2 shots per day to get the same rate. This compares to Tier-2 Flak Cannons at 2.5 damage per hit and 4.50 DPD, or T4 Flak Artillery at 4 DPH and 6.00 DPD (at 75% Accuracy and regularly matching Tracking to Evasion). The changes in damage rates versus SC hit points go from 75/6 = 12.5 mount-days to destroy an SC, to 13.2/0.48 = 27.5 mount-days - might need to look at balancing that somewhere (probably Hangar Cooldown for replacement wings).

Of course, Ranges get really tight at this point, with S-slots typically having half the range of an L-slot, basically halving Range every 2 drops in size (or 0.707x each drop in size). An S-slot Laser has Range 40, and our realistic SC is 1/32nd the size of the Corvette, so that’s 7 drops in size, leading to a Range of 7. The Flak mount is in the same boat, with its weapons only having Range 7 – if you want to extend that Range by even a little bit, you’d need to give back in effective damage (extending Cooldown is probably your only option, with Accuracy already so low). I don’t know if you’d be able to justify (even with drops in DPD) much more than a doubling to Range 15, which is far less than the current Range 30 for Flak.

If I was looking at this much more from a realistic standpoint, I would first change Ranges relative to the system map to be much shorter (and/or make turreted weapons have junk Accuracy at full Range) and then let Strike Craft attack from closer to their current apparent Ranges – Strike Craft should be fantastic at attacking well outside of turreted-guns Range, and their naturally low damage should be viable because of that Range. I’d still look to boost their damage through some kind of critical hits or something similar, but I don’t think you’d really need to get it all the way up to near the other L-slot weapons. I’d also look at getting advanced versions of SC (like how Proton/Neutron Launchers are to Lasers/Plasma weapons), probably some sort of bomber – that would be after actually getting a Tier-4 SC as well.

Lastly, the changes to Flak’s Range would greatly impact its ability to protect large sections of the fleet, and might require changes to how fleet formations work to ensure coverage for otherwise Flak-less warships. Even a drop from Range 30 to 15 would basically cut the coverage area by 3/4 (Stellaris doesn’t handle the vertical element well enough to worry about it actually cutting the volume by 7/8).

As always, this has been a look at how Strike Craft might more realistically be shown in Stellaris. If you're not at all worried about it being realistic, nothing to see here, move along.
 
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TrotBot

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No scifi game is complete until I am allowed to spam carriers and win with them, while others can spam other weapon types and win with those, and different "flavours" of military complements for different players are all viable. Carriers used to be completely unplayable. They fixed them. I don't care about realism, imagine that the 8 strike craft is actually 8 squadrons of strike craft. Imagine that the modules are only generally represented but don't reflect real dimensions and a hangar module takes up more space than your math has assumed. Imagine whatever you want to be able to suspend your disbelief (rule number 1 of scifi, but especially scifi that acknowledges it is fiction through a character or society breaking the 4th wall). Let strike craft stay strong please, they are not op at all.
 
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DeanTheDull

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Low-key, my biggest disappointment with carrier strike craft is that I can't make them Mecha.

Give me low-range, high-power defenders! Give me accessories that decrease maximum engagement range and tracking, requiring short-range, high-accuracy systems as mobile suits cross the fray.

Give me my psionic newtypes, damn it!
(And cybernewtypes. And coordinators. And-)
 
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Low-key, my biggest disappointment with carrier strike craft is that I can't make them Mecha.

Give me low-range, high-power defenders! Give me accessories that decrease maximum engagement range and tracking, requiring short-range, high-accuracy systems as mobile suits cross the fray.

Give me my psionic newtypes, damn it!
(And cybernewtypes. And coordinators. And-)
i would love all sorts of different strike craft and i wish there were not only 4. i also wish there were more "special" strike craft that weren't superceded by level 3 especially
 
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CocoCincinnati

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IMO, SC aren't unrealistic because of what they can do within the limits of the game but rather that those limits are unrealistic. Realistically the distance within a system would make SC the main first strike weapon and one of the most important overall. But the space of a system cannot be represented so we are forced to work with what's possible. There are many other things about ships and combat that I would want to change before ever touching SC. Just my humble opinion.
 
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fusei

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So if the question is why SCs do more damage per size than a corvette the answer is simply that the corvette has to expend a lot of that size simply to be capable of traveling through deep space while SCs can outsource all of this to the carrier and focus on doing damage.
 
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Verx90

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some... some factors...

SC are not FTL capable ( i mean, considering theyr speed inside the "systems" they move way faster than light , but not as fast as hyperlane ) so they don't need all that space.


about the weapons , its a problem of limit of the game . why should a ship have so little weapons ? why they don't have PD in the basic hull , with short-range weapons ( like the one on SC) all over theyr hull where there is space.

but the game balance ( and performance ... alot of this is the limit of the base code) don't realy allow for a ... realistic quantity of weapons , on all ships and stations.


you should considerate SC weapons as a realy short range , very focused , plasma beam . the SC phisicaly enter the shields of the target and shot this to deal dmg.

it make no much sense , but the game is not realy the most realistic thing, or try to be .

ship\weapons and behaviours realy need work , in my opinion, and i was realy down when they removed the behaviours of bombers\fighter for SC . i realy wish for a bit more complex space battle behaviours , and ranges , where ships can actualy make manouvers ( an example , for carriers for actively try to stay away from the enemy range , or some ships to act as escort of slower companion )

but to be honest , right now i just wish my titans didn't run inside the enemy fleet at full speed with the longest ranged weapon in the game . or at least allow me to build a titan as a "tank" ship and switch weapons for shield \ armor slot :| .
 
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Shirasik

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Whoa. So much calculations.

Meanwhile, vanilla's hulls don't allow player to make carrier-only ships. Hangars only and nothing more. Give me such hulls and then we can talk numbers.

Really, look at hulls that support hangars: point-defence, middle- and small-sized armaments, etc, for what? To use 'em when? When carrier follows its range (150) and can't make use of slots until something moves into close range? While neutron cannons in every slot are used all at once.
 

Cordane

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some... some factors...

SC are not FTL capable ( i mean, considering theyr speed inside the "systems" they move way faster than light , but not as fast as hyperlane ) so they don't need all that space.


about the weapons , its a problem of limit of the game . why should a ship have so little weapons ? why they don't have PD in the basic hull , with short-range weapons ( like the one on SC) all over theyr hull where there is space.

but the game balance ( and performance ... alot of this is the limit of the base code) don't realy allow for a ... realistic quantity of weapons , on all ships and stations.


you should considerate SC weapons as a realy short range , very focused , plasma beam . the SC phisicaly enter the shields of the target and shot this to deal dmg.

it make no much sense , but the game is not realy the most realistic thing, or try to be .

ship\weapons and behaviours realy need work , in my opinion, and i was realy down when they removed the behaviours of bombers\fighter for SC . i realy wish for a bit more complex space battle behaviours , and ranges , where ships can actualy make manouvers ( an example , for carriers for actively try to stay away from the enemy range , or some ships to act as escort of slower companion )

but to be honest , right now i just wish my titans didn't run inside the enemy fleet at full speed with the longest ranged weapon in the game . or at least allow me to build a titan as a "tank" ship and switch weapons for shield \ armor slot :| .
SC don't travel faster-than-light, even figuratively, at least according to the stats on the Wiki.
  1. Corvettes have a base Speed of 160, and by Tier-3 would only have at best Impulse Thrusters at +75% (Speed 280 before other modifiers).
  2. Starting Corvette fleets typically take about a month to travel from a Starbase to past the outermost proper planet to get to the hyperlane point. If Stellaris' planetary systems are similar to our own RL solar system, it's about 30 AU (~4.5 billion kilometers) to past Uranus' orbit.
    1. If it were only constant acceleration (accel, flip, decel to 0 velocity at limit) over 30 days, the acceleration would be about 27.3% of one gravity (2.68 m/s^2), resulting in a maximum velocity of 3,473 km/s (1.16% c).
    2. More likely, based on how the ships move on the system map, acceleration is only over the first few and last few days, but you still end up with a typical max velocity of around 1,800 km/s (0.60% c).
  3. Tier-3 Adv Strike Craft have a base Speed of 700 or 2.5x that of the Corvette above, which is travelling at most a couple percent of light-speed. Periods of acceleration on SC aren't ever long enough to come close to relativistic effects, never mind the actual speed of light.
FTL drives don't seem to take up all that much of a warship's cost (and by inference, of a warship's mass and internal volume). A Cruiser (Tier-3, base 120 Alloys) with an Anti-Matter Reactor (88 Alloys), an Advanced Computer (10 Alloys), Impulse Thrusters (48 Alloys), and Subspace Sensors (6 Alloys) would spend 272 Alloys, not counting any weapon, utility, or auxiliary components. The T3 Hyper Drive III is 15 Alloys, although it should be more, probably 60 for a Cruiser- even at its largest value, it's barely 20% of the core components (including the base Hull), or less than 5% at the vanilla amount. You couldn't buy a single Tier-2 S-slot UV Laser (1/12th of a Cruiser's weapon loadout) on the 15 Alloy savings from not having an FTL drive - relatively speaking you're not adding much at all to the offensive output of a fighter by it not having FTL. (I'm more than willing to have a discussion of where FTL drive costs could/should be, as I've already proven.)

Shield penetration for Strike Craft has always made no sense. How far away from a warship do you see their Shields operating at? Especially for SC traveling at several thousand kilometers per second. They won't spend hardly any time in that window before they have to spend hours and hours decelerating and re-accelerating to get back into the fight. They certainly can't orbit within any range you might suggest (the orbit radius on an 8 G acceleration-capable Strike Craft travelling 3,000 km/s relative to target is 115M km (with a 6:22 lag on sensors and laser fire), although the time-to-loop of 2 days, 18 hours, 43 minutes is fairly close to the vanilla Cooldown of 2.3 days).
 

SeraphAscending

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IMO, SC aren't unrealistic because of what they can do within the limits of the game but rather that those limits are unrealistic. Realistically the distance within a system would make SC the main first strike weapon and one of the most important overall. But the space of a system cannot be represented so we are forced to work with what's possible. There are many other things about ships and combat that I would want to change before ever touching SC. Just my humble opinion.
From a realism perspective space battles rarely make sense. Don't get me wrong, they're fun, but especially sublight space combat is absurd in how it is classically presented.

As if maneuvering quickly would prevent you from getting hit with a laser weapon 10,000km far away.
Ships flying around each other in even remote viewing distance is absurd from a realism perspective.
Space battles would to a very large extend be fought across distances thousands of times the sizes of the ships that are battling. Because there are significantly fewer obstacles than in ground combat. No atmosphere, no obstacles to line-of-sight.
Any laser weapon would hit quasi-instantly. Why is it even possible to evade them? How could a ship of a size that it can host at least one macrorganism dodge a pin-point accurate laser beam in 0.03336 seconds (hit delay at 10,000km distance) that has been aimed with super sophisticated target movement prediction? There is no way. The entirety of the evasion mechanic makes no sense from a "realism" perspective.

But i like the idea of strike craft. I would love more variety in the game and for them to actually be a good alternative to other setups.
I merely wanted to clarify that strike craft as a first strike weapon makes no sense if you are arguing from realism. Balance/Fun/Trope? maybe. Realism? definitely not.
 
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As if maneuvering quickly would prevent you from getting hit with a laser weapon 10,000km far away.

Absolutely. This is what happens at 1000m, the same thing would've happened at 10,000km. (but looked far less cool on camera)

1655478151151.gif


Nothing with humans aboard or piloted by humans would stand a chance of dodging a laser-like weapon.
 
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What are the scales of Stellaris space battles anyway?

There are laser and other beam weapons and I'm assuming that Stellaris lasers & particle beams are limited to light speed.

Stellaris beam weapons can shoot a target 250 units away at less than 1 second delay, so 250 units must be less than 1 light-second, so even though 250 units is visually enough to cover several planetary orbits that must not be the in-universe distance.
 

Verx90

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SC don't travel faster-than-light, even figuratively, at least according to the stats on the Wiki.

what i meant was that the "figure" of all ships in the game move way faster than light inside the system , even if you considerate the time required for a day to pass in the game , when ships are around the limit of the system theyr speed is faster than light .

for example, in the sol system , to travel from the sun to earth they are quite slow in comparison to lightspeed , but the time they take to reach the limit of the system is quite faster than light . and SC are faster than that.


evrything , absolutly irrelevant to the gameplay , and simply a problem of view point and an unrapresentative map of the system .
 

Verx90

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From a realism perspective space battles rarely make sense. Don't get me wrong, they're fun, but especially sublight space combat is absurd in how it is classically presented.

As if maneuvering quickly would prevent you from getting hit with a laser weapon 10,000km far away.
Ships flying around each other in even remote viewing distance is absurd from a realism perspective.
Space battles would to a very large extend be fought across distances thousands of times the sizes of the ships that are battling. Because there are significantly fewer obstacles than in ground combat. No atmosphere, no obstacles to line-of-sight.
Any laser weapon would hit quasi-instantly. Why is it even possible to evade them? How could a ship of a size that it can host at least one macrorganism dodge a pin-point accurate laser beam in 0.03336 seconds (hit delay at 10,000km distance) that has been aimed with super sophisticated target movement prediction? There is no way. The entirety of the evasion mechanic makes no sense from a "realism" perspective.

But i like the idea of strike craft. I would love more variety in the game and for them to actually be a good alternative to other setups.
I merely wanted to clarify that strike craft as a first strike weapon makes no sense if you are arguing from realism. Balance/Fun/Trope? maybe. Realism? definitely not.
well, while you are mostly right ... there are some factor to take into consideration about lasers.

they lose strenght on big distance , we actualy proved ( we only had a theory with some observation prior of the test) that light is bend by gravity not long ago, so long-distance fights inside a system gravitational pool is not realy the best for long-range lasers .

all the ships are piloted by programs , the same program that use prediction to shot precise lasers is against program made to predict enemy fire and "dodge it" .

in the empty space time is something realy wanky , 0.03 seconds coul be lagged or faster . if the target is moving at around lightspeed thats a realy hard shot. even if the target is moving at half the speed of light . it just need to predict the moment of your shot and dodge it.

immediate-radar coordinates that are by light are absolutly useless , by the time the "radar" see the target , it already moved and you need to make prediction of where it will be . the game talk about gravity based radars that don't realy have time-lagg theoricaly , but all the ships equipement has time-lagg ( moving the tower to target, reading the information and deciding the targeting position )

i think that exatly as reality, the idea of ppl fighting at an arm distance from each other with tanks \ small guns is simply made by films\games to have it easyer , and the engagement are surely long range ones , exept for close to significant mass ones that need to considerate gravity for evry action .

but the idea that a laser will hit a fast moving target with precision at significant range is as sci-fi as the idea of space battles themself.
 
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Cordane

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So if the question is why SCs do more damage per size than a corvette the answer is simply that the corvette has to expend a lot of that size simply to be capable of traveling through deep space while SCs can outsource all of this to the carrier and focus on doing damage.
What exactly is the Corvette expending in order to travel through deep space that the Strike Craft isn't using to accelerate between 4x to 16x the rate of that Corvette? Reaction mass? Fuel? The only things that long term space travel uses up more on a Corvette or other warship versus not being used on a Strike Craft are food/water stores and accommodations, which are comparatively small relative to other supplies and systems.

Also remember that I'm being awfully generous on there only being a 12x difference in damage output every 8x difference in size. Battleships do have the X-slot in a purely direct-fire configuration, which has outsized damage compared to its increase in size over an L-slot (normally 2.45x per increase). For example, a Mega Cannon (Tier-3+) just with base DPD (112.50) is 3.75x the DPD of its required T3 tech Adv Railguns (L-slot is 30.00) and even 3.20x that of its L-slot T3+ peer Kinetic Battery (35.15), and having far better damage rates against the various defensive layers than the ARG (though comparable to the KB). A Battleship with a Mega Cannon and four Kinetic Batteries cranking out 253.10 DPD compares to a Corvette with three S-slot Adv Railguns at 15.97 DPD, or 15.85x the DPD before damage rate bonuses. (If you just had three size increases at 2.45x damage each, it would be around 14.7x.)

The other thing that seems to be forgotten in all of this is the actual end-point size of the Strike Craft. Depending on how big your Corvette and Battleship are, halving the size of a ship even 8x (1/256th as big) isn't going to make it tiny in an actual sense. I often throw out there my opinion that a Corvette is probably 400 meters long and a Battleship is 2x in each dimension (8x in volume or size) or 800 meters long. A Strike Craft that is 1/256th the size of the Battleship is 126 meters long (i.e., not an F-22 Raptor, 18.92m). Proportionally, in order to get down to "big fighter jet" size for SC, around 25 meters long, that Battleship would probably be 160 meters long (an Arleigh Burke-class destroyer is around 155 meters long) and the Corvette 80 meters (a US Coast Guard Famous-class cutter is 82 meters long).
 

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What exactly is the Corvette expending in order to travel through deep space that the Strike Craft isn't using to accelerate between 4x to 16x the rate of that Corvette? Reaction mass? Fuel? The only things that long term space travel uses up more on a Corvette or other warship versus not being used on a Strike Craft are food/water stores and accommodations, which are comparatively small relative to other supplies and systems.
Ships have to offer most of the things a small town has to offer to keep the crew alive and happy for month if not years, while SCs have to keep a single person alive for the duration of a sortie of a few hours at most.

So on your ship you'll need crew quarters for 3 shifts of crew, basic life support to keep the hull pressurized and the air breathable, food and a canteen, a med bay, an engineering department, security, some form of entertainment and of course you'll need fuel and ammunition for the entire time of the mission.

An SC can be pressurized before a sortie on the carrier and the pilot uses compressed air, which can be recycled back at the carrier, fuel and ammunition has to be stored only for the sortie and can be stocked up back at the carrier and all the other amenities for the pilot will also be provided by the carrier.
 
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Ships have to offer most of the things a small town has to offer to keep the crew alive and happy for month if not years, while SCs have to keep a single person alive for the duration of a sortie of a few hours at most.

In Stellaris, a batch of strike craft can travel for days before engaging an enemy.

After initial engagement, the strike craft seem to stay in combat for the duration of a battle, which can take many more days.
 

Cordane

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Ships have to offer most of the things a small town has to offer to keep the crew alive and happy for month if not years, while SCs have to keep a single person alive for the duration of a sortie of a few hours at most.

So on your ship you'll need crew quarters for 3 shifts of crew, basic life support to keep the hull pressurized and the air breathable, food and a canteen, a med bay, an engineering department, security, some form of entertainment and of course you'll need fuel and ammunition for the entire time of the mission.

An SC can be pressurized before a sortie on the carrier and the pilot uses compressed air, which can be recycled back at the carrier, fuel and ammunition has to be stored only for the sortie and can be stocked up back at the carrier and all the other amenities for the pilot will also be provided by the carrier.
I'll point to my previous post:

The other thing that seems to be forgotten in all of this is the actual end-point size of the Strike Craft. Depending on how big your Corvette and Battleship are, halving the size of a ship even 8x (1/256th as big) isn't going to make it tiny in an actual sense. I often throw out there my opinion that a Corvette is probably 400 meters long and a Battleship is 2x in each dimension (8x in volume or size) or 800 meters long. A Strike Craft that is 1/256th the size of the Battleship is 126 meters long (i.e., not an F-22 Raptor, 18.92m). Proportionally, in order to get down to "big fighter jet" size for SC, around 25 meters long, that Battleship would probably be 160 meters long (an Arleigh Burke-class destroyer is around 155 meters long) and the Corvette 80 meters (a US Coast Guard Famous-class cutter is 82 meters long).
If your SC are too small to offer anything other than compressed air for a few hours at most, your Corvettes and Battleships are too small to do the things you're expecting them to, in any way that would meaningfully translate to tremendous space savings for the SC.
 
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DrFranknfurter

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What could strike craft really look like? It's an interesting question.

If your SC are too small to offer anything other than compressed air for a few hours at most, your Corvettes and Battleships are too small to do the things you're expecting them to, in any way that would meaningfully translate to tremendous space savings for the SC.

I love the visuals of space fighters behaving like classic fighter planes just in space... but I don't think that would be remotely realistic. It would be extremely inefficient to shoot a human at the enemy (either in a fighter or larger ship) when drones can do everything faster, survive higher G manoeuvrers, survive radiation, all without needing life-support, or having a predictable size, shape and chemical composition (future sensors could detect bones with a fancy osteonomitor that would quickly result in a rapid-unsheduled-osteotomy...). But it looks nice for a trailer and for storytelling so I'm fine with it personally.

But for realism? I picture Strike Craft controlled and powered remotely to save space (and lives) - both carrier and strike craft moving in-sync, following a predetermined but complex series of evasive patterns at extremely high speeds. It would be simple for the carrier to continuously fire (low-power) lasers at the back of the strikecraft, or at a sail extended ahead of the strike craft to charge capacitors and to actually push the craft forwards. (There was a project in the news recently concerning rainbow solar sails that could move a craft more freely than you'd expect from a sail - https://www.newscientist.com/articl...-advance-rainbow-coloured-solar-sail-project/ )

That helps me to explain why the strike craft instantly vanishes the day after the carrier explodes (loss of power supply), and why strike craft could be so small and cheap yet so effective. They save weight by not having: generators, fuel, propulsion, life-support and even ammunition... as a result there would be barely any wasted mass on them. Some strike craft could be as simple as a swarm of little mirrors/antennas/arrays + electromagnets + capacitors + shield emitters + ablative armour attached to a few sails if needed to accelerate them into position. They could function as the last step in an energy relay network with the sole purpose of redirecting gathered energy and releasing that gathered energy in an x-ray burst aimed at the target.

In a similar pattern, the strike craft could simply be deflecting plasma, you fire particles at the strike craft which is just a series of long, stabilized tubes spread out over several AU, each adding a little boost to some of the particles passing through (while also drawing power from the beam at the same time - see "Space fountain", a proposed variant of the space elevator concept with a circuit of charged particles, but imagine the strike craft as the station being supported from the ground/carrier with supplies being shuttled forwards like cabs on the elevator. Each strike craft would then be supported by a stream of energy that it can use for attack and manoeuvring).

Or like a linear particle accelerator, but the last step is a shielded strikecraft that slightly deflects the charged beam of particles to annihilate the target.

Or instead last steps being to redirect the beam in a tight loop near the target that would continuously release radiation like how synchrotron radiation produces light with a higher spectral brightness than x-rays - orders of magnitude more flux photons in a given 6-dimensional phase space per unit of bandwidth (so it could be used to attack, blind or even scan the target).

Or for kinetic rounds they could be part of a coilgun, you fire through a chain of coilguns each spread through space. Each node accelerates the rounds a little faster (but not that much faster, because each subsequent node has less time to transfer kinetic energy as it passes through). The strike craft closest the target functions as the last set of magnets the round passes through. The strike craft is close enough to the target to determine the correct deflection needed to increase the odds of hitting, and it nudges the rounds a little. But the strike-craft never has any bullets on board, it just dramatically increases the range of a S-slot gun by boosting the energy and redirecting the fire towards the target.

So importantly for any size comparisons, cheap automated strike craft would not need to store any ammunition, fuel, generators, thrusters, FTL or life-support. You could think of them as just an extended barrel/silencer on a big gun that modifies the characteristics of the projectile, or cabs on an elevator hurtling towards the target. Deploying strike-craft lets the carrier fire from a much greater distance than you'd expect, or fire without revealing its hidden position to stay out of enemy detection range (e.g. firing backwards/sideways and the shot looping around though a relay of strike-craft, just like particles bend in a big circle while moving around the CERN supercollider). So I'd expect the damage output of a battleship and a carrier battleship to be similar, except the carrier could have less space wasted on defensive measures as it is often either hidden or further back, and it could have much higher accuracy with what would normally be low-velocity or less accurate weapons as it scans the target and makes fine alterations to the trajectory of weapon fire all while avoiding the normal spread energy beams would have over long distances.

That is how I imagine space combat with strike craft would normally function. Though rather than entirely unmanned humans/biological elements may sometimes be needed to add an unpredictable psionic element to tracking and evasion (like Jedi). Though that would require larger and more complex strike craft.

Another option for me is that the carrier represents only the command and control ship for a host of smaller sublight craft like patrol boats, mines, drones and fighters, which are in-turn carried by more unseen support vessels (like fuel, medical, supply, cargo and other civilian ships that aren't represented in-game... but obviously must exist to carry goods around... we just see the most important ships in the fleet and not all the rest that are more common and easily replaced - represented only by the increased upkeep costs when fleets are away from stations and those support ships are retasked from their normal duties to resupply the fleet).

But mostly, I just think the numbers given (costs, sizes, naval capacity, weapon damages) are all only there for balance and have absolutely no relation to reality whatsoever. Not even accidentally close to reality. They're purely fiction for satisfying gameplay and cannot be used mathematically other than for gameplay balance. But if one was trying to be realistic... I would think that strike craft could be considered an integral component in all weapon systems - from lasers, to kinetics to plasma... and most obviously missiles. With a host of different types of strike craft, most being unmanned, costed and considered to be an integral part of many long-range weapons (M and L slots).

Though again, I think the reality of things would be vastly different from species to species depending on their ethics and technological development. I think of the numbers we see as averages, "Corvette equivalent units" instead of measurements, and if we had more depth to the simulation we'd see more interesting variation between empires. Maybe in a future game.
 
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Nevars

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Easy, strikecraft can deliver a 'bomb' that deal huge amount of dmg compared to other weapons that other spacecraft get access to.

Why other spacecraft can't use this 'bomb'? Maybe it's speed as a projectile or missile is too slow hence strikecraft that can move to close range of enemies is more suit to deliver this 'bomb'.

Ta da problem solved.
 
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