One thing to remember from a singleplayer perspective is that the AI will build hordes and hordes of light frigates ("LF"). This is a ludicrously bad strategy in most situations, but it just so happens to be a counter to carriers. Because of this, carriers come across as mediocre in singleplayer, but this is more to do with the fact that the AI masses the counter to carriers for the first hour or so of the game than the strength of the unit.
Typical early game strategy for Vasari and TEC is to unlock the long range frigate ("LRF") as soon as possible. These units decimate light frigates and serve as your best defense against an enemy rush and support for your capital ships. However, carriers turn LRF into space junk with relatively little effort. If a large number of carriers are built, their strike craft can converge upon your army and literally rip it apart before you even get to fire a shot.
The hardest part about killing carriers is that they have massive amounts of hit points and can just run laps around a planet while your forces chase after them. Unless you have a faster unit to chase them down (it's called the light frigate
) it can be nearly impossible to kill them, leaving you to fight off endlessly respawning waves of fighters. In addition, these fighters can chase down any other unit and swarm them in a way that frigates can't, making capital ships and other important vessels highly vulnerable. These are quick and deadly maneuvers that no other unit can pull off.
The argument over strike craft balance is less about balance than game design. In their current status, strike craft and carriers are the workhorses of your fleet. Carriers are tough, have lots of hit points, and provide reliable and mobile damage dealers that simply cannot be compared to frigates. It's not hard to see why people take exception to this one unit ruling the show. However, that's more of a game design criticism. The other side is that carriers can be beaten. As the AI (which gets a bad rap for being incompetent) can demonstrate, massed light frigates will take them down. Flak frigates in significant force work too. They're not easy to beat, and they're going to be a core part of any fleet, but they aren't unstoppable.
so you certainly couldn't have an all or almost all carrier fleet, right?
... Could one build a fleet of almost all carriers, and if so, how?
Some people do. You can't get away with it against an opponent who knows better, but some people just can't bring themselves to sacrifice their fleet's overall damage output to include enough flak or light frigate.
If you reach a certain critical mass of carriers, virtually anything starts to die. So long as you don't run head-first into a Kol, Kortul, Dunov, or Halcyon which have special abilities to deal with huge numbers of strike craft, this "critical mass" fleet is virtually unstoppable. A good player will have lots of those special abilities if he sees you doing this, but the AI selects its capital ships randomly. I think you need at least 100 squads of strike craft to reach that critical mass, so that's about 50 carriers (33 for Advent).