Why cant a Carrier launch all its fighters in one turn, given a turn is about 15 minutes?
Jon Tuffley suggests: As a [semi-official] suggestion, how about launch full complement in one turn (based on earlier comments about turn length), and recover 50% (rounded up) of full complement? Thus a ship with five groups embarked could launch them all, but recover only three per turn. Gets away from having to define carriers in terms of game function – carrier just becomes a descriptive term applied to any ship that has a large percentage of its payload devoted to fighter bays. Crated fighters carried in cargo or in fleet auxiliaries should only be used to replace losses between games in campaign settings – transfer from cargo to launch bays, assembly/uncrating, prep-up, tests/checks and everything else should be way outside the game timespan.
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- Why cant a Carrier launch all its fighters in one turn, given a turn is about 15 minutes?