Well a bomber should be able to damage a cruiser SOME (sheilds at least)
But shouldnt be able to take one out (yet to happen to me but still) or even damage it on its own.
Bombers should require NUMBERS to win.
That said caps should also be significantly slower and less agile (in the cases of smaller caps especily)
Should be that the bigger the cap, the slower its agility non-cruise speed is.
I got in a fight with a bomber in a liberty cruiser earlier today, I engline killed, and thrusted away at odd angles, and rotated my ship to face him, and was able to eventualy take him out.
That is WAY too nimble for a cap shop. Especily a cruiser.
Cap ships should all have 2-3 times their current sheild/hull/regen/sheildregenspeed values, to reflect that they ARE capital ships, but also have a drop on handling. Prehaps also give the capital ships defence weapons (since the flak turrets are useless currently), prehaps add class5 turret slots, and allow mounting standard fighter/transport turrets just as a extra defenseve only measure. (or make a new class for those only)
This would add a realistic change in speeds that would better balance things.
As for why I think this way on the SNAC, look back to World War 2 and the naval battles, you NEVER saw 1-2 fighters at a time attacking a ship execpt with kakamazi's. They attacked in swarms, took losses from flak (something lacking in disco) then got out after firing their shots.
In Disco, its get in, fire SNAC, manuver wildly, fire SNAC, repeat. Theres no tactics or NEED for coordinated team atacks, which is why we dont see such tactics much, as people go the easy way rather than RPing it.
If things are re-balanced in such a way as to FORCE good RP, even if it is a tad annoying, there will be more good RP, which is what we are here for in the first place.