murtalianconfederacy wrote:[...] strikers and seekers, especially fast versions thereof, could in theory attack ships with virtual impunity and that only fighters could engage them before they attacked ships.
I've been thinking about this myself, as I tend to prefer a WWI/Jutland feel for my space navies, with big ships slinging big guns at each other and smaller ships buzzing around on the periphery.
(Daniel's Law of Starship Combat Games: all games are either Trafalgar, Jutland, or Midway)
I had been thinking of ways to improve the AF capabilities of ships but they revolved around the use of slow 'interceptor platforms' designed to remain on Combat Interception to intercept strikers and seekers on their attack runs, but that wasn't a perfect solution--and besides, it didn't allow the ship itself to attack their potential killer.
Well, historically this is exactly what happened when fast automotive guided torpedoes were developed (and later on, combat aircraft). There's a reason no one builds battleships any more.
The simplest fix is to just remove weapons that drive the tactics - eliminate seekers and fighters, and restrict what you can do with strikers in terms of changing the default parameters and traits.
The second suggestion focuses on making Anti-Fighter Batteries more effective in their primary purpose, by also allowing them to engage fighters on their attack runs.
The fix I've used (but wholly inadequately playtested) is to eliminate AFBs as equipment (feh, there's a set of universal weapon design rules for a reason) and modify the dual-mode trait: a weapon is either in anti-fighter mode or anti-ship mode. If it's in anti-fighter mode, it can only target fighters, can only be used during fighter activation, and fires after fighter movement but before fighters resolve their attacks. A Range 3, DMG 1, RoF 5 weapon works pretty well for this. You could add a Battery trait to allow a RoF 2+ weapon to split its RoF across multiple flights.
This seems pretty balanced; it allows ships to chop up fighter flights more effectively at the cost of one of their weapon batteries, and it allows small ships to have a dual role main gun.