enemy AI would be at a significant disadvantage
Ah, wasn't thinking of that, but yes, that's a pretty big issue.
This is what I was trying to get at with modulating enemy disposition, add a further element of randomness to their behaviour. That along with more "definite" ship-grouping by the AI would go a ways to presenting challenges for which it would be beneficial to manage your own.
An improved escort command
In your experience, would you say the current escort behavior fits either of those roles?
(In general, intelligent escort behavior is... difficult.)
Generally yes, but one much moreso than the other. Regarding "wingman", nowhere near the degree of synergy that makes grouping ships together with it for direct combat purposes really worthwhile - beyond making sure no ship is left alone. Though it makes the escort target much less vulnerable, it neuters its escorts making them cancel out almost entirely.
Simplifying things, when escort target is of roughly equal power, the game could silently give the escorts an "attack" order on ships being engaged by the escort target.
I think this is what'd be difficult to make contextual really because even the parameter of escort vs target strength isn't an exact measure of the player's intent when setting up squadrons with the escort command. UI-wise I don't think this'd take more than a couple extra buttons (You assign a ship an escort target as you do now, and hit one of the other buttons for the particular behaviour you want).
I guess what I'd
really like is being able to set up squadrons irrespective of the escort command and command points through numbered groups, and being able to give your own squadmates immediate commands- "Engage my target", "Pull back and vent", "Launch missile salvo" etc.
AI ships squadded up would behave in the manner I'm trying to describe, ie directly supporting the "leader" in combat as opposed to hanging behind them, and randomly (or systematically?) execute the same command the player could give. A multi-ship missile salvo directed at you would be especially intimidating.
Development wise that's a whole other can of worms for sure. In terms of interface fluidity I think it'd have the least impact while making combat in general more tactical, but not to the point the entire fleet's actions require
more oversight than otherwise.
I bring up the dirty word Formations once again, and will only touch on how I'd imagine the actual mechanics to go.
You squad a set of ships together with succession of "command" being slowest-fastest (Player ship would take precedence when involved). Depending on what formation you set (Line, Wedge, V, Column, Box), its subordinates have rolling movement waypoints at positions relative to the lead ship's heading. They maintain these relative positions until the formation is given an order (or in the case of AI squads, when the "lead" ship engages something) at which point they're free to break and pursue whichever targets they would normally attack, returning to formation after maybe 5-19 seconds or until given the order to do so in the player's case. They'd automatically break formation if necessary to vent etc.
I understand this would be by no means easy to implement. Having both the player able, and the AI autonomously set up squadrons (and formations) would maintain the balance between the player and enemies, while in my mind making the enemy AI much less exploitable and generally more dangerous.
Deconfliction of carrier and fighter commands
IIRC, it sort of implicitly works that way - you can give a fighter strike order, and the carrier will use its fighters to attack the target, while still remaining near/behind the largest friendly, only leaving them if the fighter strike target gets too far. Generally, though, that seems a bit too fiddly for me to want to provide explicit controls for.
I'd argue that it's a lot more awkward to have carriers only ever behave in such a manner, especially when some have firepower greater than what's projected by their fighters.
Fighter commands could be fleet-wide, ie you select a ship and assign "fighter escort" "fighter strike" etc. Could lead to a further expansion there with separating them between fighters and bombers. This way all you determine with the positioning of the carrier is how much distance and how much of the enemies' fields of fire they have to traverse between the targets and resupply. It'd give you a lot more definite control over the fighters and carriers without making it
more complicated and eliminating the frustration of not being able to tell the carrier exactly what you want it to be doing.
More lenient command points
Hmm. How about making new assignments free while the command frequency is open? Just tried that (since it's pretty trivial) and it seems to be alright. Does mean more "eliminate" orders etc being available, potentially. Might have to tone down the number of command points a bit, but will keep it like this for now.
It's also cleaner in that there's no special rule for when something is or isn't free, and that's nice.
I see that as more viable, yeah, since it lines up with not having the player be in the command screen every other 30s, and gives us a bit more flexibility. intrinsic highlights the concerns I'd have - particularly regarding retreat. Honestly, I think retreat should be free. Not being able to tell a ship that will die to the next machine-gun shot it takes to get off the map because you've been spending those CPs trying to prevent others from reaching that point is one of
the most frustrating things about the current command system
Well, this is a busy topic.
Off-the-cuff idea: player starts out not able to issue orders (more or less), and part of the standard game progression is gaining more control of your fleet.
I actually like this idea. Eg. a pirate captain probably wouldn't give a damn what his fleet is doing as long as it's in line with getting the loot. Neither too would players with scrap-ball fleets I imagine. The only issue I'd have is command as it currently stands is barely rewarding enough for a player to be encouraged to spec into it over something else. The highest level would have to offer greater control than what we have now for it to be worth pursuing both as a player and development-wise.