So, got anything new for us Alex?
Working feverishly! The curse of working on large features, I suppose - not an awful lot to report until they are done.
What I'm doing now is making changes to how the war room works - making real good progress, too. I think it'll only take a couple of days to wrap up the functionality - and then I'll ship it off to David so he can make it look good
The way the new war room works is you create tasks ("Assignments") for your fleet, and they organize themselves into groups to perform them. So in a typical start to a battle, you might order two objectives to be "captured" (sends a small, fast task force there) and one objective to be "assaulted" (sends a larger, beefier force there, of what's available). That's literally all you'd have to do, aside from picking which ships to deploy.
Later on, you might create a waypoint and order your fleet to "rally a carrier group" there. If it's getting a bit hot, you can order the carrier to be escorted. There's lots of these types of orders you can give.
You can also give direct orders (retreat, repair & refit, etc). In addition, you can use these to put a specific ship on a particular assignment, if you think it's important enough.
The number of assignments active at any one time is limited (currently 3, +1 per comm relay, +bonus from Command skill which is tbd). Very importantly, the number of direct orders you can give is also limited - to reflect that as fleet commander, you can do but so much micromanagement. Right now it's also at 3 per battle, and these don't regenerate, so you have to use them wisely. Again, comm relay bonus applies and skill bonuses
will apply here.
Hmm. This just might merit being expanded and made into a blog post, once the feature is complete.