Please explain air defence to me.
What's the condition for aircraft to "scramble out" of a base to intercept an enemy needlejet?
What's the difference between "Fully automate air defence" and "Place unit on alert"? Does Hold work? What about Skip unit turn?
The bloody AI keeps destroying my formers every time my interceptors suddenly fly out to defend a transport that's sailing through friendly seas and thus does not need to be defended.
My advice is don't build interceptors. About the only thing they are good for is picking off enemy planes you spot out in the open (since usually you need another interceptor to shoot them down, so they might have higher survavability rates than say a lone hovertank with air superiority shooting down planes that can be bombed afterwards easily), and that's without considering the AI stupidity you just mentioned. They just fly out whenever there is an enemy air unit attacking anything in their range from what I can tell. There is also another use, but it is also rather flimsy, in bases without an aerospace complex they prevent air drops in a 2 tile range (square, same as base vision in fog of war). It's better than nothing if fighting a goy with the space elevator who can orbital drop anywhere on the map, but aerospace complexes are way better for that purpose since the stupid interception AI does not apply to them.
The other reason not to build them is due to how interception air defence works. For one if there is a unit that would have higher defence against the air attack in the stack that is defending, they will still fly out or defend first (if their stack/base is attacked) despite the odds unlike all other defenders in the game.
But the real killer of their usefulness is the actual interception defense strength calculation, the defence strength of interceptors is just their weapon attack times morale. Nothing else, sensors or aerospace complexes or tachyon walls don't increase this bonus (just checked this in a test scenario to be sure). This means that at equal weapons tech (say 6 attack to 6 attack) you only get 1:1 or better odds of winning on defense if you have more morale than the attacker. Firaxis fucked this up from a game design point of view, and you pay one row of minerals extra for this dubious defensive capability r00fles.
Even worse is if the attacker uses nerve gas, then they will always have 3:2 odds assuming weapon tech and morale parity, which is even more problematic because interceptors will always defend first so it means it is an easy way for an enemy to kill your population with a gas bombing which happens if the attacker wins.
The proper way to defend against air attacks, besides destroying the enemy bases from which they are launching and killing the planes while on the ground, is to stack infantry with AAA in a base with an aerospace complex and (not necessarily but it is a fairly cheap luxury to have) a sensor array nearby the base.
All combat bonuses in SMAC are multiplicative, so +100% from AAA and +100% from an aerospace complex stacks to 4x the defense (and with a tachyon wall +100% you get 8 times the defense, but tachyon walls are quite late-game), multiply it by 1,25 (+25% bonus from infantry defending a base) then again by 1,25 from a sensor, another 1,25 bonus from a geo-survey pod if playing SMAX (I know alien crossfire is decline, but just mentioning it in case anyone is wondering what that thing is good for) and whatever morale bonus you might have, add two more defenders and the enemy will have a very hard time of cracking the air defense even with elite nerve gas bombers that get a 2.25 attack multiplier needing to spend disproportionately more resources to have a shot at it, with there always being a risk of super bad rolls where the defenders takes 0 damage from a fight with a gas bomber. And your defenders will not stupidly leave the base to defend a former or something.