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Their durability also scales, the more crew and components they have. Simply having more stuff to distributed crew- and component damage means less likely you loose anything important.
Your choice of tactic for the Fang is odd. It is the quintessential Boarder ship. Chaser Engine + T4 Weapons Locker + Boarding Module.
What you did sounds more like standoff fighting. For wich ships like the Palace Interceptor are better suited.
As for pure defensive capabilities, you can compare my far from min max Sword battle Cruiser (screen shot while i'm contemplating changing to carrier, so I got extra officer cabins, etc). I think the zartar feng at best gets a 35% bonus, so I think the big ships come out clearly ahead with gear and crew, plus slots to carry more cargo, passengers, prisoners, etc.
https://steamcommunity.com/sharedfiles/filedetails/?id=1736166587
Zartar Feng Defense = ((30+43) * 0.4 + (12 + 62) * 0.2) * 1.35 (Faster Ship Bonus) = 59.4
SBC = ((80+9) * 0.4 + (33+157) * 0.2) * 1.10 (Defense Patterns) = 80.96
The SBC above as I said is unoptomized; has a lot more room to add more defensive modules,, hire more commanders (and fire some of the extra navigators). I'm not sure whether the small ship bonus is additive with defensive buffs or not, but if its additive (instead of multiplicative) that would also favor the large ships, as they would have bigger numbers for the buffs to operate on.
I do however disagree on your statement that you shouldn't be able to outsmart the AI. Getting to a BC like that is about a 10-12hrs commitment, i actually like the idea that you can get to a point where you can't easily lose your progress to a set of bad rolls.
What the Carriers are concerned, we'll see how it pens out with the AI, although i suspect that it'll mostly be a mandatory double Autocannon to clear that obstacle (yay, less room for interesting stuff!). In their current state however, Fighters are extremely unappealing to me due to their immense Slot Investment and other associated cost (you're basically getting the damage of the average missile launcher for the low low price of a large slot). But since the AI notoriously doesn't care about utility or travel checks or even fuel usage (go and take a prize and check the builds, i've had one lately that used 80% of it's fuel to jump :D ) i'd guess that it'll be fun times ahead ;) .
I know you can't see the exact items, but mine's running the Travelers engine. When you buy the thing, it totally looks ready for some boarding action but to my second point in the post...each ship is kinda exactly like each other ship in it's weight class when stripped down. So I ripped out everything and stocked for long range because I wanted to be able to escape if the fight didn't go my way.
And with it's crazy speed, I really don't get hit at all.
To others points about bigger ships being more robust, that's true. But every time a hit connects it's quite expensive. I'd rather just not have a repair bill after the fight and take a few more turns to bring down the enemy.
It does sound like that fully upgraded and crewed the bigger ships can be even more invincible, which is pretty nuts. I wish there were more...end game type challenges that exist the whole game but really were not smart to try till later on.
I guess with "the fight turning against you", you mean being hit at all. Evasion builds later on are very "hit or miss" (pun somewhat intended). It works wonderfull when you are missed. But one hit can wreck your entire plan quickly.
Big ships are more consistent. As they rely on actually tanking the hits, no single hit is anywhere near the same danger.
I'm a bit confused zgrssd, are you saying there's a zarteng feng build that would give it a higher defense roll than the SBC I posted? The smaller ship's defense advantages comes from high speed engines (30 speed) and against larger ship a bonus up to 35%. That doesn't appear to be enough to make up for more the extra slots the SBC can devote to defensive modules, and more crew to have considerably higher command. I put the math in my post comparing the two ships dice rolls, let me know if you disagree.
I would like to see radiation / void resist on more items, so its easier to build around damage mitigation strategy. A ship with max shields / armor is in theory only taking 1/16 normal weapon damage. Thus, its probably the radiation damage that's resulting in high internal damage, as a max shield ship still takes 1/2 damage internally from radiation (rad dmg * .25 * 2 internal multiplier = 1/2 rad dmg).
I've also seen very low hits from self-inflicted 10 dmg per turn result in fairly high cascade damage. E.g. 4 dmg to component 1, causes 28 damage to component 2. Ensuring that small hits don't result in much larger cascade hits I think would help.
I agree that mitigation strategy is to be avoided. Its almost never right to use mitigation talents if another talent can substantially help you avoid getting hit. If you're getting hit, after using a mitigation talent, you're likely to fall behind even more, as enemy can apply multiple debuffs from weapons. Last time I went for this strategy was over 100 battles ago, before I had all my defense mods, against a 29 speed craft with base accuracy rolling above 90. I realized I wouldn't pull ahead of his accuracy.
And the Speed/Agility difference is added as a percentile modifier to said rolls again. At least that is what this here says:
https://startraders.gamepedia.com/Ship_Combat#Ship_Combat_Dice_Pools
Now a small ship has to rely on the speed/agility difference more. Both in providing strong dice to attack/defense/range change. And having a percentile modifier to those, by being superior to anything larger.
Bigger ships have engines with way worse Speed and Agility. A difference of 10 is not uncommon. They can offset that by having more components to allow higehr Gunnery/Pilot/Nav Dicepools. And secondary stuff like Command and Tactics.
I agree, though perhaps the way forward is bringing dodging and damage mitigation closer together: Give mitigation a gentler curve to a higher cap, and give dodging a diminishing returns mechanic, so it has a gentle curve to an effective cap.
Though small craft might make the second defensive axis small craft defense rather than mitigation, and mitigation will remain a tertiary concern.
It’d be cool if the balance shifted as the date advanced.