How to make combat (hit/damage/etc calculations)?
It depends what you want your battlesystem to support in terms of game mechanic.
Based on the above post, I would theorize that you'd like to create a relationship between big and small ships and that you are ok with hard counters.
It seems to me that the above post suggests that "fighters" are nearly useless unless fielded en masse against capital ships whereas capital ships can one shot pretty much any fighter but don't have sufficient weapons to kill them fast enough.
The problem I perceive with that approach is that, while these mechanics should increase the depth of your combat mechanics, they result in a zero sum game: it takes longer for fighters to kill a capital ship and a capital ship dies slower but can't decimate fighters all that well.
The end result is that a specific amount of fighters (or more) is required to down a capital ship, whereas any smaller number will be killed by the capital ship. The battles would be unnecessarily long and uneventful.
Do you have middle-sized ships as well?
If so, you could build a rock paper scissor effect:
1 Capital ships can annihilate 100+ fighters
10+ Frigates ships can annihilate 1 Capital Ship
10+ Fighters can annihilate 1 Frigate Ship
Means to achieve the above:
- Capital ships need to survive better against fighters: add "static armor reduction" (capital ships reduce all damage taken by 1). If fighters' weapons generally do 3 dmg, then they do -33% against capital ships (these numbers can scale at will).
- Insure Frigates marginalize the above effect: slower firing rate, but high dmg (a 20 dmg missile -1dmg is still 95% dmg output).
The above ruleset would indicate that fielding a certain amount of Frigates would naturally result in lethal damage on a Capital Ship before the Capital ship has fired 10 shots. This can be balanced by calculating the amount of shots per tick (assuming Frigates fire every 2 ticks and capital ship every tick).
Tick 1: 10 Frigates fire (1 Frigate killed by Capital ship)
Tick 2: No Frigates fire (1 Frigate killed by Capital ship)
Tick 3: 8 Frigates fire (1 Frigate killed by Capital ship)
Tick 4: No Fridates fire (1 Frigate killed by Capital ship)
...
10+8+6+4+2 = 30 Frigates will fire in this exchange. As a result, 30 missile fires should be enough to down a Capital Ship (that's how you known how to balance their respective life).
You also need to bear in mind that the Frigate's life can't exceed the same curve for the Fighters:
Tick 1: 10 Fighters fire
Tick 2: 9 Fighters fire
...
10+9+8+7+6+5+4+3+2+1 = 55
Thus the Frigates must not be able to survive 55 hits (*3 dmg = Life <165)
And there you have it, should support a simple 3 ship type system, and you can tweak individual ship class' life and weapon systems so long as they roughly fit this range.
Of course, this requires testing in a combat where all 3 ship classes are present in various numbers to see what works best, so long as priority targeting works. (Capital ships shooting Frigates, then Capital Ships, Frigates shooting Capital Ships, then Frigates, and Fighters shooting Frigates, then Fighters)