Sheesh... I weakened fighters and you're all STILL whining about how to defend against them?
Yes, fighters get to attack before ships -- but they pay for that opportunity (I believe the modifier is x1.5 or x2). Further, in order to attack a target, they must offer themselves up to retaliatory fire.
The best defense against fighters is your own fighters. Failing that, have some escorts with lots of short-range, high-ROF weapons. Failing that, remember that fighters are powerful, but not invincible. Don't panic. And DON'T, under ANY CIRCUMSTANCES, leave one ship out in front of your force. Enemy fighters will chew it up. Mutual support is the name of the game.
Strikers might initially seem to be a concern, since they attack and then go away before "revenge" fire (and if launched from close range, there is no chance of interception) -- but the good news is that they attack and then go away.
And if someone is relying on the ability to get strikers close enough to launch and attack in one turn, I'd say go ahead: it's almost always more cost-effective to use direct-fire weapons.
That being said, if I were inclined to add options for fighter defense, I would look at:
1) Combat "Air" Patrol (but this requires friendly fighters)
2) Reactive weapons -- they are "triggered" by a fighter attack, but cannot be used offensively (think a more active version of the old AFB)
3) An anti-fighter trait that ignores the -1 to-hit penalty.
Daniel Kast
Majestic Twelve Games
cricket@mj12games.com