One fighter squadron, the composition of which is based on the tubes you have. Why? TiDi. When 300 supers jump in, they aren’t launching 1500 fighters, they’re launching 300 fighters. Fighters kill servers better than they kill anything else. Also, I think this would be pretty neat as a carrier pilot.
For example, a carrier has 3 tubes. I throw one Siren, one Templar, and one Gram into the tubes. (“one”… post redesign they’d be consolidated from N fighters to 1 with an appropriate rebalance to cost, volume, etc).
When I launch, I launch just that one squadron. That squadron’s dps becomes an average of the 3 fighters in the tube. It gains the all abilities of all of the tubes, but the cooldown on the stuff with no charges and the number of volleys on stuff with charges is affected by the qty of the fighters in that squadron.
For example, SS fighters have evasive maneuvers and micro-missiles. I’m tired as ■■■■ after UALX, so I’m going to invent cooldowns and volley charge counts for each. Substitute the real numbers with the concept provided.
Imagine that Evasive Maneuvers has a cooldown of 10 seconds currently (again I’m tired and I can’t remember). With 3 SS fighters in the tubes, it would remain 10 seconds. With 2 SS fighters in the tubes, cooldown would be 20 seconds. With 1 SS fighter in the tubes, cooldown would be 30 seconds.
The missile swarm, imagine that you currently have 12 volleys. With 3 SS in the tubes, you’d still have 12 volleys. With 2, you’d have 8 volleys, and with 1 SS in the tube you’d have 4 volleys.
Sirens, Dromis, etc, same thing… cooldown would be affected by how many tubes you have.