I have brought this idea up before, but I think a mechanic to spend energy to let you "produce" fighters would be a neat idea for a carrier. not that it would actually be manufacturing them, but the fluff part would be that it is carrying a lot of them and spends energy to launch them.
the card could take 2 cargo slots, or the cost could be built into the card you will make for your model.
something like
"expanded hangar bays"
2 cargo slots and 1 crew slot
cost 20 points?
once per turn, you may spend 3 energy to deploy 1 academy tie in your front arc at range 1 of this ship facing any direction you choose.
basically, you pay points to buy the ties at a discount. the upgrade does not pay for itself until the third tie is out the door, but if you keep this ship protected, it could crank out a tie every turn, though I am assuming a base energy of 4, so you run into energy constraints. I actually thought this up when the gozanti was being discussed, but that ship has sailed. really like the front hangar bay, bot that wild about the bridge, personally, but it's still cool overall.
I get your idea but two nopes:
1.Scale and fluff. This ship is a limit to what a carrier should even be, even a pocket one. The fluff behind this ship is that it brings up to 4-6 elite ties to the mission, provide support for them then extract them. And it would just look dumb if a model that in reality can pack up to those 6 fighter models, provide a stream of fresh ships to battle:D
2. Well in my guess in standard dogfight it would be op, just look how much can even single AP change in battle? Stream of fresh one till you kill a huge? Naaaah. I think that repair station for every tie save the Defender (it was hyperspace capable and it just does not fit into a hangar bay:D) is balanced.







