The more the better. The biggest cap I recently figured out with fighters is, that if you only have a single source of producing them you will loose if your opponent has a strong fighter defense. So it's more important to have more "producing facilities" (means: more ships / bases producing fighters when they were shot down) instead of one single source with a hell of fighters. I just learned this lesson while experimenting with fighters and had a fight against the legendary pirates. They attacked one of my small space ports and the fighters onboard were kind of useless.ORIGINAL: Bloodly
I am a newbie. I am also a fighter freak from following Star Wars and the Homeworld games. So I put Fighter Bays on everything possible save for Troop Transports(Which are semi-sacrificial; as long as they get the troops down, I don't care if they die afterwards). Other weapons too, of course, but mostly Fighters. I am not entirely sure how many is 'enough' when it comes to a base. Are the AI amounts(Usually 2-4 based on base size) sufficient? I can't tell. I won't start designing ships/bases till I have Fighters.
My shield recharge rate wasn't, though [:)] The shields were strong enough the enemy wasn't able to penetrate them and I was able to send reinforcement over the whole map (size 10x10).
Did you ensure to mark the old base design as "obsolete"? If there is only one type - your type - of base design, than they are only able to build this.ORIGINAL: Bloodly
I follow the trend of 'one ship for most jobs'. The 'Escort' isn't. It does most things since it's usually at the size limit or close to. As sizes improve, more STUFF(Weapons, Bays, Armour, etc) gets added to the base design. Simple, but it works....kinda. The AI loves making and building it's own, poorer designs though. This is especially galling when it comes to mining bases-the privates keep making the less-defended designs when there's a perfectly good design I've made that won't fold to a gentle breath[:@].
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Regarding fighters on freighters: I personally don't like this approach as the ships need to wait until the fighters returned before they can jump. I tested this to have superior range and let the freighters stand off while fleeing, but it didn't worked out - due to the returning handycap.
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