You know, all this talk is about punishing the player. How about the opposite, how about adding ways for the player to improve the performance of his fleet past the current baseline by doing something more involved than blobbing?
Agreed, I think that part of the issue is that even though you can "micro" or use nifty fleet tactics, and you do get some increase in performance with it, it is often not enough to justify its "attention cost". Giving more ways to reward good fleet tactics I think is a great goal, and should be a part of the encouragement to "de-blob". The problem is, how do we go about implementing such ways?
Or mechanisms like limited angular velocity for aiming so a ship may need a few moments to reorient itself when engaged from an unexpected direction? Steadying aim if the ship is standing still? Maybe directional armor so a pincer attack could negate some enemy defenses? Enemy raiders attempting to rush straight at your artillery units to silence them and allow their own snipers to break your blob to bits if you don't do the same to them? Attacks being allowed to retarget if their target dies and another one is within a certain arc of the original weapon aim (and possibly a delay before the projectiles are removed from play so another target could appear within a second or two)?
And hell, how does making fleet ships die like flies fix the issue with combat being boring?
The problem I see is that combat physics are so damn simple that engagements simply can't be all that complex. A ship that's in range will shoot and hit so a blob is beneficial by allowing as many friendlies as possible to be in range simultaneously while the AI does not take advantage of that and battles on a planet are usually a highly concentrated human force vs a highly dispersed AI one where ships come into range one by one and get slaughtered.
Sadly, this is where we are starting to get into limitations of the Unity engine (memory, CPU, etc)
Even with the hyper simplistic combat model we have, the engine still bogs down with large battles. Not due to an inefficient game-logic engine (Chris and Keith have done an amazing job optimizing the game logic engine), but because there are so many ships and each ship has a pretty good ship AI (especially target selection).
Because performance things like this are so much of an issue, I wonder if a scale reduction may be useful in the long run. Like make the current normal caps into high caps, the current low cap into normal caps, the current very low caps into low caps. The current high caps will be gone because Unity has proven it can't handle it.
Also, I hate to say it, but if you want your engine to scale with any new logic (like a more complicated combat model) you're going to have to find a way to parallelize your performance critical loops. Of course, that is a problem so hairy (especially because of the implications for the network model), it may not be worth trying to make the combat model more "rich". And even if you do parallelize the bottleneck code, Unity's freakish memory limits may make the gains from that negligible anyways.
How about e.g. making the AI ships move into some sort of formation when engaging human forces on a planet so a cloaked force could move into their flank?
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At very least the AI should be more capable of commanding all free ships on a planet as a single force (or multiple forces if the strategy calls for a breakup) rather than a homogeneous blob.
Agreed, in fact:
Also, I wonder if making the AI smarter with tactical fleet management would encourage humans to be smarter with it as well. They do a decent job with tractoring and cloaking units, but I wonder if clever positioning tricks (kiting, moving ships away from their counters, retreating damaged ships to engineers, etc) with ships in general would be good behaviors for the AI to have. (Of course, this would need to be implemented in such a way that the AI doesn't try to kill your CPU in each battle when trying to compute how to micro)
I mentioned elsewhere that figuring out good tactical unit groups from units from disparate sources with (at the time of the determination) disparate goals is actually a pretty tricky problem in AI. Once in a group, you can do fun stuff, but finding a good grouping in the first place is tough.
There are some cases (mostly, where units are NOT from disparate sources, or when there is a bunch of units with the same goal at around the same place) where it is easy to define what the group should be. Things like cross planet waves, everything at one guard post freed at once, ships that are all waiting around the same wormhole, etc.
EDIT: Keep in mind this is a overall strategy game, NOT a fleet or unit tactics game. That's not to say the skilled fleet or unit tactical management shouldn't be rewarded (it should be), but it is to say that it shouldn't be such a huge reward that it overshadow or nearly overshadows the overall strategy portion.
Also, I don't know about you, but I like the simplicity of the combat mechanics we currently have.