The utility of lighter ships is already clear and profound enough
[...]
The things their relative speed and mobility and small size enable them to do better than others; Pressuring and kiting enemy ships, screening for retreats, escorting and flanking.
The issue at hand is that this is generally outweighed the by pure firepower, durability and longevity of larger ships in-battle when it comes to negotiating the 30-ship limit (and the planned change that allows the player to exceed it at disproportionate penalty).
These issues mean that there is no clear and profound utility for the light ships in the game right now.
I disagree. Your own cruisers and capitals are vulnerable to those same threats without frigate/fast destroyers to back them up, while denying you the same opportunities. Lacking frigates also means you can't chase down fleeing enemy fleets anywhere near as successfuly. They each have a defined purpose in gameplay by virtue of being the fastest and most maneuverable.
I think there should be other content that is exclusive, or more suited to frigates than other ship classes - but that's a separate issue, and this isn't a tidy solution.
The type of battle you propose, in which frigates/faster ships would be more advantageous, would do little to offset the aforementioned issue especially if they're a relatively niche occurrence, which is what it sounds like to me.
They are clearly offsetting these issues by removing non-fast combat ships from the initial stage of the battle and making quick victory by the fast ships possible without overpowering larger ships by some unbalanced shenanigans.
Removing non-fast combat ships from the initial stage of
certain battles.
Either way, your suggestion would basically coerce the player into keeping some frigates around when they might otherwise prefer not to, for a specific eventuality that may not even occur.
Keeping a number of frigates (or any other type/size of ship) in one's fleet should be a decided and purposeful choice, not because the player's been railroaded into doing so. Trade-offs are more fun than penalties.
There's also the issue of DP limit/performance for such a battle, as Goumindong already went into detail on. Further, how would the game decide a ship is specifically for logistics or otherwise susceptible to ambush - what of ships (especially amongst mods) that are both suitable for combat, and have logistical utility? In other words, how do you determine which ships are the ones isolated during this ambush, and which are the reinforcements?
That, and any given fleet would have no logical reason to leave their logistics ships undefended. All fleets travel at the speed of their slowest ships so as to remain together [...]
Normal logic fully applies. Fleets are traveling inside the hyperspace bubbles. From the navigation safety standpoint you cant keep ships with the different maneuverability in the strict formation because any course change under military command will result in the risk of collisions
Also you have to keep some space between ships in case of emergencies and malfunctions. And from the combat point of view the last place you want your transports is in your battle line. All of it dictates that fleet will travel in different small groups of similar ships. There is only two alternatives to that: 1. No course or speed change after forming up; 2. No formation whatsoever.
Likewise, the fleet maneuvers at the rate of the least maneuverable ship. The spacing required for safe distancing isn't so huge as to put ships several hours away from one-another as demonstrated by all the current mechanics and presentation regarding battles and transit.
All of it dictates that fleet will travel in different small groups of similar ships.
How so? What is there to stop a fleet's commander splitting the fleet into mixed groups of ships - 4 destroyers and a freighter here; 2 frigates, a cruiser and a tanker there? Or grouping combat ships with logistic ships of similar mass and speed?
And from the combat point of view the last place you want your transports is in your battle line
This is what I think you're failing to understand; Fleets in the game travel in a mutually defensive formation. When you enter a battle, the enemy fleet has already been detected; that's when those logistics ships are held back (which is by choice of the player) and the combat ships intercept the enemy.
Assuming the attacking fleet stayed undetected to the point of being able to initiate an ambush, again, those ships are in a mutually-protective formation.
I think there are two best-case implementations of something to the effect of what you're suggesting, but not without problems.
One is a pre-battle option. You meet the enemy fleet, choose X ships to maneuver on the enemies' back-line. You fight the regular battle as normal; You then fight a second battle; Ships held in reserve by the enemy are in the centre of the map, and the player has the freedom to deploy his ships from all 3 sides like a disengagement. Enemy ships retreated from the first battle come in as reinforcements; Reserved combat ships are with this back-line fleet.
But then there's the question of, wouldn't the enemy detect those ships and send those reserved combat ships, if any, to intercept, picket or otherwise interfere? In which case you've just got a 2nd smaller scale battle after the first.
The second implementation I imagine would require a lot of changes to sensor mechanics/stealth. Essentially the same as the 2nd-stage as above, but with all enemy ships in the centre. Again deployment points and performance become an issue here, and again you've basically just got a disengagement.
And I just thought of a third; Being able to "retreat" your own ships from the initial battle in the direction of the enemy. Basically chasing down those retreating or reserved enemy ships while the main battle is still ongoing.
Oh, and number 4: If you're joining a battle, you can choose to go after the enemy's reserve ships. But this can't currently be inflicted on the player because whether an enemy fleet is in range to join a battle is binary; Either they're close and their ships are added to the first fleet, or they're too far and they aren't.
Relevant:
http://fractalsoftworks.com/forum/index.php?topic=13540.msg228070#msg228070And this opens up opportunities of attacking transport ships unless they are literally encircled by the fast picket.
As far as the game represents, fleets travel together in clumps and aren't impeded by one another. You can even see the smaller ships bouncing around within the formation.
Again, I understand what you're going for, but you have to hand-wave a lot of semi-established internal logic to justify it, while contending with existing mechanics and immutable limitations.
I get that the idea is as a counter-point to the bigger = better meta, but it's an extremely roundabout and work-intensive way of going about it, and at that isn't devoid of logical flaws, when there are much simpler ways of addressing it.
For example?
See mine and others' posts earlier in the thread. Short version: Supplies/mo, DP, and/or other "points" systems. They avoid the root issue of equating the smallest frigate to the largest capital in respect to the fleet cap, as is the case currently. Very inexpensive development-wise I'd imagine - Mods have already done it, and while it's not devoid of problems it's certainly a step up.