Right.... , which explains why in the beta 3 change log they did just that.
The developers obviously see that Carriers are a big issue, Carrier are not useless if they can't rebuild their SC, but finally balanced.
I cannot understand why People don't want Flak on Starbases, it very common sense, same goes for Capital Ships.
No. The Devs made it so that hostile ships (their presence that is) lower the production speed.
Thats is working against all involved sides, not just the one going to an "hostile gravwell".
Thats a major difference because this decrease in beta 3 is fair to all combatants since theres always an enemey ship around after all. In almost any situation both sides of a fight will be equaly penalized in terms of strike craft replenishment. It has the added benefit of increasing the value of anti strikecraft frigates and emplacements, since the overall effect of having killed a strike craft will remain longer and as such is increasing the time the carriers need to demolisch you by 25%, just like that. Without a major nerf to any ship involved. THIS is gamedesign.
A fleet will not incur an artificial penalty jut for being at the enemys doorstep, an important factor when you think about it. If attacking would net such disadvantes, noone would attack. theyd sit behind defenses all day and clusterfuck you with novas and kosturas.
Another thing:
Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.
Carrier >CRUISERS<
Thats basicly a 25% buff for hangar defences, gettign a chance to overwhelm and outporduce an enemy carrier group in tandem with anti strikecraft vessels or abilitys.
Its also a stealth buff for Carrier Capitals.
I cannot understand why People don't want Flak on Starbases, it very common sense, same goes for Capital Ships.
It's a design choice, one that most agree with since it prohibits solo-pwn-mobiles.