BTW, when I say the entire fighter system is crap, well, I mainly mean the fighter list. I'm sure this was a thankless job for Taldrenite who did it. When I altered mine in OP to though in some X-Fighters, I started to change the whole thing. The tedium quickly overcame me, especially because I didn't really know what I wanted to do with it. There was also a lack of appropriate weapons. Putting a plas-F on an ISC fighter was way too much firepower. Perhaps if they fix the fighter plas-D, then putting 2 on a fighter would be "way too much" plus 50%. The main problem I had was figuring out how to just make fighter dangerous without going overboard. How do you make a top-notch four fighter squadron that merely holds its own with a Lyran PFE? You have to keep the game balanced!
One major problem with fighters is stting the speed. SFB used a trick with "warp booster packs." They were the Star Trek equivalent of drop tanks. They doubled the speed of a fighter, so a very fast fighter (speed 15) could catch up with a starship. They were such a liablity that the player was encouraged to drop them before being fired upon.
Because of real time nature of SFC, meticulous control of figher groups is impossible, well, without leaving your carrier in the hands of the Artificial Idocy (AI). Also, the limitted control factor makes handling fighters in squadrons absolutely necessary. This limits the effect of crippling fighters.
Writing this out has given me some ideas for adpting SFB fighters for SFC. Ah, the tedium....
I just looked at the fighterlist in Quattro. The fighters are all way to fast and have way too many damage points. Many don't carry enough weapons. No wonder they don't play nice! Then again, I remember they died way too quick when I played Hydran. I think they adjusted the AMD since then. I just wish I knew how their weapons worked. I don't think they are the same as ship weapons. Maybe I'll work something out. I've got a lot better things to do right now.