Last round we tried in the other sim, we pitted a 650 block long destroyer with 5 crew manning the turrets, and 1 driver against 1 fighter that was 8 blocks long and 5 blocks wide.
Take a wild guess which ship was disabled at the end of the fight ?
( The large ship was slow to maneuver, and required large amounts of energy to function )
I'd guess the larger ship. Because
it requires more energy to function, it should be able to do and absorb more damage; unless the energy per-player is artificially capped (which I've suggested should be done in the past, FYI).
If this mystery sim only had forward-facing weapons and large ships are automatically slower to turn (Starmade), then yes, a fighter with high maneuverability would eat that thing up. Once it got past the larger ship's gunports, the fight would be over, the larger ship would not get another chance to fire. But I'm pretty sure that's not the case in Starmade, since shields get stronger and stronger as they get larger (last I played, anyway); and you can certainly build turrets (each easily
as large as and
more heavily armed/armored than the fighter; since they don't need engines draining their power. If that's what you were doing, you may have done something wrong manning
them, the AI is pretty competent IIRC).
I know that in Starmade they also have stealth that works only for smaller ships; equipping your fighter with that would make it more capable; but it should still be vulnerable to fire here and there; a single hit could take it out if you're using missiles.
I remember being in a medium ship in an early version of Pytheas and having trouble against fighters, but they were about the same mass as I was and there weren't really any damage mechanics in place (weapons just removed blocks).
No one has been able to design a good practical combat vessel that is large in size.
game-engine. It's important to know which
because then we can know whether or not it's a valid comparison. We have many examples of real-life
situations where large ships dominate, especially
in situations where there are no insta-kill weapons (a situation the dev's have repeatedly stated an interest in).
As another point of interest, what was your engagement range? We don't know much about how that will shake out in BR, but much of this discussion has revolved around ranges heading toward 'realistic-to-long'. Start with both ships well out of range of each other (Like 5-10x, if you didn't already) and see how that goes.