Let's get down to business here.
The introduction in carriers to the game means of course, the introduction of fighter command.
There are three types of in game carriers.
Carriers, Battlecarriers, and SUPERCARRIERS
Which have two, one, and four squadrons of fighters respectively.
Each squadron is an independantly acting group of four fighters. Each fighter operates on it's own BOT ai, but is tied to a central command that operates the entire group.
These command core functions are tied to a series of commands available to the carrier player.
A carrier player will have the ability to select between squadrons using his keypad (I don't THINK it does anything in-game right now.) Using keypad 1,2,3,4 to select the respective squadrons.
Once a squadron is selected, command options are opened up:
Command selections are on the number pad as follows
Launch and escort: (Key 5) **CMD 'ESC'
Fighter squadron selected launches and assumes escort pattern around carrier. They will attack enemies that attack them or the carrier, but will not chase or attack anything else. If already launched, the fighters will be queried to escort pattern should they be operating on a different command.
Recall: (Key 6) **CMD 'RTB'
Recalls individual squadron to the carrier for repairs or rearming or just plain transport. Will reset fighters to the escort command.
Attack/Escort target: (Key 7) **CMD 'ATK' or 'DEF'
Depending on whether the selected target is a friendly or an enemy, the fighters will fly to engage it in combat, or escort the ship. Fighters will retain the target established at the key press, not change targets when you change targets.
STRIKE: (Key

**CMD 'STRK'
Fighters (Or if you switch, bombers) will travel long distances and make a single pass on a target and then automatically recall to prevent getting bogged down.
CAP: (Key 9) **CMD 'CAP'
Combat Aerospace Patrol. Fighters will circle the carrier several screen distances out and actively seek enemy targets within a screen of them or the command ship (The carrier). If one is found, entire squadron will converge on that target automatically to destroy it.
Non-launched status conditionals.
ALERT 5:: (* key) **CMD 'ALRT'
Sets condition ALERT STATUS for a squadron. Squadron will instantly launch and attack a target that comes within your screen area.
STAND DOWN:: (/ key) **CMD 'READY'
Sets squadron status back to normal from ALERT 5. Default setting for docked fighter squadrons.
SCRAMBLE!!! (Keypad ENTER)
Instantly launches every fighter onboard with orders to defend the carrier.
Squadron display screen.
Viewed in the CMD, squadrons will have an overview as follows. (Example as a supercarrier would see it.)
B SQ 1: * * * * READY
F SQ 2: * * * * ALRT
F SQ 3: ^ ^ X ^ CAP
B SQ 4: X X * X READY
B or F would reprisent the type of fighters occupying that squadron. B for Bomber, F for Fighter.
SQ # would display the squadron number.
Next to it is color coded symbol reprisenting each fighter.
A * would reprisent a docked fighter. It's color would show it's condition. Red for damaged, yellow for no ammo, green for normal. Yellow wouldn't technically last in dock as fighters automatically reload when they dock.
A ^ would reprisent a launched fighter. The same color codes would apply. Red for damaged. Yellow for out of weapons ammo, and green for OK.
A Red X would reprisent a destroyed fighter.
In order to restock fighters that have been destroyed, or swap fighter classes, the carrier must dock with any dockyard facility capable of doing repairs or module swaps.
Swapping fighters for bombers would be like swapping modules. Only the CARRIER system cannot be removed.
The general interplay is that fighters are faster and more manueverable than bombers, but can't do as much damage to large ships. Bombers are slower and less manueverable, but have a lot of firepower to damage large ships and bases.
Between the two, fighters would do a lot of damage to bombers.
In a dynamic carrier battle. Fighters would have to defend the carrier against bombers, as well as defend friendly bombers against enemy fighter squadrons while they attack the enemy carrier.
Strikes can also be ordered to minimize time engaged and keep fighters/bombers in good condition. But the damage done is less sustained, and usually only good against targets that are either quickly overwhelmed and destroyed, or with the intent to drive opposition away.
A carrier is considered an effective attack or defense platform. Allowing the player to bring eight units to bear on a situation, be it a bombing attack, or providing escort for spacecraft.
A battlecarrier is considered a feisty asset. A ship with roughly heavy cruiser firepower capable of launching a supporting squadron to cover it. It can be unpredictable.
A supercarrier is considered the most valuable asset of a race fleet, as you can command sixteen fighters or bombers simultaniously.
-If a carrier is killed-
If a carrier is killed, all fighters docked die as well. Any fighters currently in flight will persue their last target until either A: they kill the target, or B: they are killed.
If the fighters have persued and killed their objective, they will then locate the nearest friendly starbase or docking facility, and fly (jump) to it and leave the game in a believable method.
**** Considerations.
Carrier with cloaking device.
A real force multiplyer, the ability to hide a strike force while sneaking up on targets and then springing surprise swarm attacks.
Q-parked carrier.
An interesting idea. Effectively staying safe while launching incursions into enemy forces with your fighters. Now, while in Q, you can't launch or recover, so you will have to pop in and out, and if you don't want to get jumped, you have to watch how your fighters return to an escort pattern around your 'empty' space.
Swatting at flies.
A supercarrier load of interceptor fighters may be just what people needed to finally cap that planet and win the game. With the starbase and battlestations shooting every which way trying to hit these fast moving pests, the actual fleet had a chance to set up a heavy strike at point blank range.
Neon Sign
Fighters and bombers can't handle everythng by themselves. Perhaps what they need to tackle that battleship this time around is something to keep the fire off them a little. Why not dangle a little carrot in front of them and get the battleship chasing you around while your bombers go to work on it. A carrier can soak up a LOT more damage than a fighter could.
Thoughts?