Alright, took a look at the thread you linked and can see you have a good idea of where you want fleets to go and it's a very different direction then where this post of mine was trying to take them.
In that case, rather then starting a new thread, a couple things I'd like to run by you:
2) Classifications of strike craft. The actual implementation of this would probably be in a mod of some sort, but the ability for flagships to spawn as a "type", so you might find a "Raider" flagship with fast, deep-strike craft, an "Interceptor" flagship, with strikecraft intended to engage other strikecraft, etc.
This gives fleets a theme, which right now I find my fleets lack.
However, even if this is done in a mod, the ability to classify ships needs to exist in the backend code and that would need to be by you. (Actually, does something like this exist? You make a comment about spawn rates for different ships in your post.)
Cool beans, I appreciate it. Hopefully the Watchman Frigate handles your #1, so let's talk about this one.
As Puffin noted, this does already exist, but it's a matter of how it's configured. Some thoughts in no particular order:
1. Right now we have very broad categories that ships are in, and that's something that only goes so far. They are:
BasicOffensiveMix (all the non-super-strange stuff)
CloakedMix (anything cloaked)
FrigatesWithSupport (more frigates, and then some random basic stuff)
FragileOffensiveMix (special variants that are more glass-cannon-y)
ReplicatingOffensiveMix (hydras, etc)
UnusualMix (anything that is just really off the wall, typically variants)
SturdyOffensiveMix (stuff with extra health from the basics)
RaidOffensiveMix (things designed for raids)
SelfSacrificingOffensiveMix (stuff that kills itself over time or while attacking)
2. There's nothing to stop us from having any number of more categories, and each category itself has a frequency for appearing already. There are 100 tickets (think of a raffle) for the basic offensive mix, 50 for frigates with support, and then all the others just get 5 tickets each at the moment.
So if we were to add more, that were more hand-designed, and give them something like 50 tickets each or 100 tickets each or something, then those would start diluting the frequency of these other fleet designs without any new code.
<time passes>
Okay, actually, I just went ahead and added a bunch of new stuff, including some new variants of existing ship types. All the new ships are player-only at the moment, which should be kinda cool. What I added is here:
https://wiki.arcengames.com/index.php?title=AI_War_2:_The_Refinement_of_Fleets#New_And_Adjusted_Player_Fleet_Designs_To_DiscoverIt's certainly possible to add more variants and more fleet designs that are good at specific jobs, but this should get the idea across without completely obliterating the more random fleets we have at the moment.
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And a bit higher up in this same release, under the balance section, I made snipers less common for the AI (that was annoying), took away etherjets and thiefs from the human players (those were annoying to use and kind of pointless in player hands), and made autobombs and nanoswarms not part of the general mix of ships that show up in random fleets (those tended to be highly unwelcome; they still show up in the self-sacrificing-focused fleets, though).
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So... this should be getting us a bit further along in general on all this, and provide an obvious template for anyone wanting to add similar new stuff if they wish? I also added Heavy Fusion Bombers, Heavy Stingrays, Tarantulas (Heavy Spiders), Parasitic Pike Corvettes, and Parasitic Fusion Bombers in order to support this.