I want us to discuss fleet battles more thoroughly. Everything I will speak of is current in the Beta and can be done with many clicks and extreme oversight of a battle. Some of this has been said, but I wish to highlight segments to more fully discuss. I also have little to no programming/modding knowledge and thus may not understand the system fully with regards to the code and how all the mechanics are handled. Please correct me if I am wrong, but otherwise
ASSUMPTION #3: The fleet mechanics should be logical and require no explaining
So what can differentiate different ships:
1. How fast they move.
2. Rate of fire.
3. Range.
4. Accuracy. How often the ship hits its target can be based on the accuracy of the ship.
Thus far in Sins, accuracy SEEMS like it shouldn't matter as ships don't move and fights are motionless slugfests. At point blank range, accuracy shouldn't matter to lasers and the like, so only when ships flee and maybe first seconds of engagement.
Range should not be a cut off but a range in which degrees of accuracy are tied to distance. A max range/cutoff should only be employed at huge ranges (diff. by ship) whereas the accuracy is too low to efficiently attack a moving fleet (but what about a large fleet shooting long range at another large fleet from distance while closing, but I digress). Caps LRMs and other like specific role VIS's should continue to have longer ranges then cruisers and cobalts.
Rate of fire, in essence creates the ability for swarming, i.e. 1 cap ship kills 1 frig per second, but together enough frigs will kill a cap with sustained losses. But also creates need for maneuvering.
Ship movement acceleration needs to some how apply more importantly to the battles.
Right now, it is worthwhile to manually maneuver cobalts in a circle around a Cap so that the main weapon fire is distribuited more evenly throughout my ships. With no micro I would lose a ship as the Cap would hit one continuously. With manual one ship retreating and advancing I can sustain many less losses than if I had not micro-managed the battle.
So aside from the boat like maneuvering of spacecrafts, the fleet mechanics generally work. It would seem that putting all four mechanic together would seem to create an interesting ever evolving battle. Why are Sins battles currently so static? If battle movement was automated and simple doctrine/maneuvers for situations were programmable and user changeable (templates of some kind), less micro would be needed to accomplish my goals, i.e. even damage dispersal so ships are not needlessly lost.
Proper positioning should help fleets work together better, if for no other reason as all ships can fire the same direction (other reason include close range for use of support abilities). But if all ships just mush to gain firing positions VIP/S(hips) will be uncovered/within range of enemy attacks. Sure I can have frigs escort my VIS's but they are just near not defending/in between VIS and enemy.
Positioning needs to be a premium at the cost of fleet maintenance/time to wait so all ships move. A single fighting force, does not need to be a single block. Attacking from the front and rear of an enemy fleet SHOULD (and seems to) give me an advantage. To do this now does require A LOT of micro-managing, I'm hoping to be able to do this more efficiently. I'm hoping I can give basic formations/maneuvers/whatever so that order X numbers of Y ships of Z fleet to flank the enemy fleet and attack from the side. Hopefully the AI can do the same…..
As I said before, everything I speak of is currently humanly possible (albeit with A LOT of micro-ing) in this Beta. Let's try to improve the current system (and hopefully the current AI is just being severely hindered) with regards to what is in the game and not with more added on bonuses or complexity.
Or, don't listen to me.