Okay, I've been thinking about this some more...to keep things clear, let's just assume I'm starting from scratch...no modifications, no changes, just the original weapon/armor type stats...
In the original game, we had 4 issues:
1) Capital ships are too vulnerable
2) LRFs are too powerful
3) LFs are almost useless
4) Bombers are too hard to suppress
This resulted in people being over-protective of caps, LRFs dominating the frigates/cruisers, LFs never being built (except early Advent) and bombers being spammed...
This is my thought process on the changes I'm going to suggest...it might be best to read the whole thing in its entirety before you start highlighting text, quoting, and preparing to comment...
Now, as for fixing the first issue...reducing bomber v Cap and LRF v Cap is the obvious and most straightforward answer...
The current version of the mod changes LRF v Cap from .75 to .6 and Bomber v Cap from .75 to .65...conceptually, these two changes are good...now, we really have no idea if those are the numbers we want since Bombers and LRFs are going to see other changes...but suffice to say, let's just assume we want those changes and those numbers are more or less ideal for now...
Now, for the second and third issue...
Here is how things are supposed to work...you start the game with LFs...the counter to these is LRFs, so everyone researches these and builds them as fast as possible...the counter to LRFs is fighters, so people research carriers and build fighters...the counter to fighters is flak, so people research and build flak....the counter to flak is LFs, and by now people probably have some support ships, so there is good incentive to still build LFs...you end up with some decent amounts of all 4 units: LF, LRF, fighters, and flak...
Here is how things actually work...LRF are a hard counter to LF, so everyone researches LRF and just builds those...fighters and flak are both counters to LRF, so if someone goes pure LRF then you build flak and some fighters...if someone builds only flak and fighters, LF are worth a shot...but eventually, someone with lots of flak and fighters realize they have virtually no offensive potential, so eventually pretty much everyone is building lots of LRF with some flak to counter/protect LRF...both LFs and fighters get slaughtered, so pretty much your only chance to get an upper hand is to build more LRF/flak or to research HCs...
The early triad of units is LF, LRF, and flak...but really, this early "Triad" should be a "Quad" of LF, LRF, fighter, and flak...the problem is, flak both counter LRF and protect LRF, when really all flak should be doing is countering fighters...
So, here's a prudent change: weaken flak v LRF...now, what exactly will this do?
If flak are weaker against LRF, then the only good counter against LRF will be fighters...this is good, because it forces a player to build the intentional counter to LRF...conceptually, this will create a "Quad" of units where only the appropriate counter will be adequately effective...
However, this change will leave flak very vulnerable to LRF (which in the original game are very good against heavy armor, 2nd only to LFs)...we don't want people using LRF to counter flak, we want people using LF to counter flak...we also want LRF to be weaker in general...
So, the obvious and straightforward solution is to reduce the effectiveness of LRF v heavy armor (flak/carrier/support)...
The current version of the mod reduces LRF v heavy armor from .75 to .60...this seemed to work out fairly well, and until HCs came into play it made LF much more useful (in fact, very useful)...however, the current version of the mod does not reduce flak v LRF...this, combined with HC v LRF makes LRFs pretty much useless...
Here is my suggestion...weaken LRF v heavy armor from .75 to .6 (as mod currently does) but also weaken flak v LRF from .75 to .5...
What does this do?
The game gives you the ability to build LF...so you build some (except maybe Vasari)...you research and build LRF as quickly as possible because you know everyone else started with LF...you see the enemy has a lot of LRF, so you research carriers and build fighters...of course, the enemy does too, and you research and build flak to help protect your LRF from fighters...you also build some more LF in order to help counter the flak and maybe even the carriers (and perhaps some hoshikos by now too)...until HCs come out, there is good reason to have at least some quantity of LF, LRF, flak, and fighters around at all times...
Now for the 4th issue, bombers...and here is where you may be thinking "Well Sel you are dumb because you weakened flak v LRF, and LRF and bombers have the same armor type." But, what if flak v LRF was weakened yet flak v bombers wasn't...well, I think we may have the solution, and I think it lies within accuracy...
Every weapon type has a base percent chance to hit fighters and bombers (those are two, separate percentage values)...
Now, currently flak (anti-very light) have a 75% chance to hit bombers...now, I just weakened flak v light armor from .75 to .5...that is a reduction of 1/3, so if I increase the % chance to hit bombers by 1/3 I should in theory have reduced flak v LRF while doing nothing to change flak v bombers...a one third increase would put the percent chance to hit bombers at 100% (up from 75%)...therefore, I suggest increasing that percentage from 75% to 100%...this however, does not weaken bombers, but merely keeps them the same...we don't want bombers to just be the same, but to in fact be weaker...
Now, when testing the mod, 2 issues were noticed:
1) HCs are too dominate
2) Bombers are too good against fleet (though that fleet was dominated by HCs)
For the first issue, I think a simple reduction in HC v LRF and HC v LF may be in order...I suggest these ratios be changed from 1.5/1.25 (1.2 in mod) to 1.25/1.0...however, we want bombers, not LRF, to be a successful counter to HCs, so LRF v HC should also be reduced from .75 to .55 (already in mod)...
As for the 2nd issue, I don't think anything else should be done for now...HCs have been weakened and therefore their numbers hopefully won't dominate fleet composition...since bombers are most effective against caps (which has been changed) and HCs (which won't be as common), I think bombers may indirectly be weaker...I'm not saying they won't need more nerfing, but I'd like to test out the other changes first...
To summarize everything, I believe these are the best changes (relative to the original game):
- Anti-medium (LRF) v Capital Ship decreased from .75 to .60 (already in mod)
- Anti-very heavy (bomber) v Capital Ship decreased from .75 to .65 (already in mod)
- Anti-medium (LRF) v heavy (flak/support/carrier) decreased from .75 to .60 (already in mod)
- Anti-medium (LRF) v very heavy (HC) decreased from .75 to .55 (already in mod)
- Composite (HC) v light (LRF) decreased from 1.5 to 1.25 (new)
- Composite (HC) v medium (LF) decreased from 1.25 to 1.0 (new)
- Anti-very light (flak) v bomber chance to hit increased from 75% to 100% (new)
If bombers are found to be still too powerful, I'd recommend increasing the chance to hit of fighters v bombers (so LRF aren't affected)...
I'm not saying these suggestions are perfect, but I do believe that conceptually they are what is necessary to foster fleet diversity...