I'd like to make an appeal to the community for thoughts on what everyone would like the fleet system to include, and if at all possible with current constraints that popular feasible demands be implemented. So to get things started I have outlined a system that I would like to see, and now ask for everyone's suggestions for modifications or complete reworkings, and to point out what you like about mine and others systems.
What I would like to see is a simpler way to control(player and AI friendly), craft, and maintain, a fleet. Thus this fleet system sketchingly conceived by my class induced lack of sleep...
Fleets separated into cooperatively operating task/strike/support groups/detachments where:
-There would be a primary group anchoring the fleet.
*A Capital/frigate phalanx anchoring the fleet for a larger fleet, or
*A well balanced cruiser force, ect...
-Then satellite strike/support groups with orientations relative to the anchoring phalanx. either:
*Maintaining safe distance(e.g. carriers at the far rear), or
*Performing/countering flanking maneuvers(e.g. Cruiser wolf packs moving to counter carriers),
*Anti-fighter frigates/close in support cruisers running the lines(special case of fast support ships staying behind the phalanx, dropping back to rear lines to dispatch fighters)ect...
-All groups will maintain independent formations while operating in a supporting fashion to the primary fleet group.
-All group compositions(since they may be hybridized) can then be saved to that fleet.
-All saved groups may then have the option of being auto replenished by a designated shipyard by request.
Why:
First, I think it would reduce the need for micro managing individual ships, if the new AI was developed to take advantage of such smart groupings, because these groupings would remain as long as the player wished. (ok this just came to me) The micromanaging could be further reduced, if shipyards could be set to auto replenish these task groups at request. So you don't have to reinforce, or in more unfortunate cases, rebuild your fleet and redefine its tactical parameters once again.
Second, fleet congestion at jump points may be reduced because of multiple formations maintaining your preset tactical spacing. A note on tactical spacing/orientations; say while defining this you select basically a plot around the anchor formation for the group to occupy. The positions of the aforementioned plots could be affected by the Primary fleet's formation, e.g. a wedge formation would have different plot positions than a claw formation.
Third, intra-fleet maneuvers would be easier to micromanage if you wished to do so. We would also see(I really hope) less amoeba like disintegration of order, and more awe inspiring Anvil and Hammer maneuver, or smaller pure multi wolf pack fleets surround and shred unsupported capital ships. Of course for that last one we need some better vectored thrust, which even the space shuttle puts to use.
So I'd like to know what the arguments against such a system would be, and how it can be built upon to overcome such inadequacies. And yes, I realize this would likely take a while to properly code... perhaps even requiring a complete reworking of the AI which the devs are already working on... which would mean I've just wasted several more hours of sleep trying to form a coherent system... oh well. If you guys are intent on tearing it apart in other respects, then by all means, for the greater glory of the empire at least try to come up with something that could serve better.