I think it'd be quite a good idea to impose some pretty heavy restriciotns on fighters (like very limited fuel). I got curious and messed around in excell trying to work out wether an ISD II could beat it's weight in fighters (Star Vipers) and got this: Initial Fighters No. of Cycles Remaining Fighters 3220 3 3180 2420 4 2360 1820 5 1740 1220 9 1080 620 21 220 And that’s 'No. of cycles until the ISD is vaporised'. This assumes 100% hit accuracy (which I'm sure isn't true), and based on the same assumptions if the fighters have to fly from the ISD's maximum range they will lose 670 of their number. But if you fight an ISD II with its cost in fighters (First column + 670) even having to close the range the fighters blast it to pieces in three shots. OK so an ISD II is wasting most of its fire in overkill but even a Lancer (special anti-fighter frigate) which does just enough damage to oneshot Star Vipers and has 80 shots a cycle will die to a single combined shot from its cost in Star Vipers. The result of that particular matchup depends on weather the fighters start out of range and who gets their hits in first but in principle fighters are just as mobile, do more damage, are faster and more combat effective than the majority of capital ships. My other big assumption here is that speed = m per cycle, but that only affects the numbers lost on approach, which a good inital jump could remove entirely.