Yeah yeah, another Raider thread, but this time dedicated to my biggest question: How will the energy mechanic be utilized to let this ship shine in its anti-fighter role?
Currently the most energy a ship can generate in one turn is four, going very slow straight ahead with an engineering team. Since huge ships start with full energy this lets you go crazy with the hard points for 2-3 turns before things taper off, and you're sustainably firing two a turn... which is obviously quite the drop off from the initial modified primary and three hardpoints the CR-90 is capable of.
Since the Raider is supposed to be a dedicated anti-fighter platform, how do you suppose they'll reflect this? A new team would help, sure, but that wouldn't make the Raider specifically any better at an anti-fighter role than the CR-90.
So! Speculate!

