A few notes:
1. This isn't meant to be Stellaris, which I've never played and don't have much interest in.
STOP THE PRESSES. ERROR. ERROR. FUNDAMENTALLY BAD DECISION DETECTED. ENGAGE REEDUCATION PROTOCOLS.
But seriously, if you remotely have any interest in 4X games (which, I mean, you tried to make one...), you should play Stellaris. The way it mixes in authentic Sci-Fi flavour and little stories and quests through the big picture, and weaves in some interesting speculative sociology in the game mechanics is fascinating. Do you open your borders to other alien races to make xenophile factions happy and so your empire can colonize a wider variety of worlds? Pretty awesome, until you realize you're a democracy and now your president is a Fungoid and humans aren't even heading the federation anymore! Enter the human supremacist faction. And then your hard-working robot population which was so handy for colonizing those radiated worlds is a bit too sentient and revolts. It's pretty awesome. (Not saying game mechanics are perfect, but it's definitely a "must play a couple times" title.)
They also went through a pretty crazy and controversial redesign of how ship movement works in the game, BTW. Might be of interest to you as a game designer.
2. Moving to less control of units is something that would cause rioting in the streets, in the sense that this would no longer really have the DNA of AI War at all.
Having standing orders be preserved for each unit type in the fleet when rebuilding instead of having a single standing order for every rebuilt unit would actually give players who rely on standing orders *more* control though. Might still be doable but having the base selection unit be a whole unit type within a fleet would've made this a lot more intuitive... trying to please everyone has the risk of pleasing no one.
ASIDE:
I thought most people fleetballed on auto-kite in AI War 1 anyways and focused more on strategy than tactics, so are we talking DNA in terms of what you originally intended, or how the game is played these days? I read a good part of the "What makes AI War, AI War?" thread, and the things that seemed to come up seemed to be "large battles", "variety", "replayability", "many crazy strategies work", but not "I kite the AI with my L33T skillz 111!!!"
ASIDE-ASIDE:
If you wanted no rioting BTW you should've Kickstarted and released "AI War Remastered" first - new engine, exact same game. It worked for other games. Might've brought in reasonable cash, shorter development cycle, less stress and a lot more freedom to experiment with a new formula afterwards. Might still be an idea actually, depending on what the future holds. (Disclaimer: I've never staked my future on an indie game and might therefore have no clue of what I'm talking about.)
3. That said, the fleets change was a huge paradigm shift for the game and so I'm not surprised that there are things that are outstanding that could use looking at. These are more or less individual mantis issues, or should be. It's the sort of thing that I didn't think of and nobody reported it yet, or it's just on the backlog in general. These are incremental refinements that can make a huge difference to the feel of the game, but it's not something that abandons what the game is like sub-fleets or whatever.
To specific examples:
(right-)Clicking on the fleet bar selects the fleet...
Yep, agreed this is good.
Actually, I think it's bad. Why right-click for the most common action? Besides legacy, there doesn't seem to be a good reason not to use left-click like every other RTS out there that has icons to select units.
... but double-clicking on the flagship selects all units of the fleet, but not "the fleet"
...Because when this concept was introduced, "selecting the fleet" didn't exist as a concept. And I tend to select fleets a different way by default, so I hadn't thought of it. This is just something that needs to be corrected, and could either be something you do if you want (it ought to be very simple to do), or you can throw it on mantis.
A lot of things to Mantis and to potentially work on. Picking one will be hard.
Actually you can't select "the fleet" in any way from the planet view
Other than the fleets tab, or hotkeys, but I see your point. I am so used to using the hotkeys that I had not noticed.
Me typical dumb lazy player who want select Fleet to hit bad AI. Me will explain. Fleet tab isn't always open, I gotta get there first. Furthermore, I might not remember the name of the fleet I'm looking at, much less its hotkey. I want to select "these guys". Memorizing their name (which I didn't bother to change) for a couple seconds, opening the fleet sidebar (manually unless I've memorized yet another hotkey, which the UI doesn't tell you about), scanning visually for the name of the fleet, clicking it... damn I left-clicked and it opened the edit panel, close the edit panel. Where was I again. Oh yeah, these guys. Right-click. Yay, I selected the fleet (assuming I didn't get distracted en-route and forgot the name
). That's... a lot of steps for something that's likely to be in the top five most common actions in the game.
Movement orders given in the local planet are ignored by selected units that are not there
In order to give movement orders to a ship that is somewhere else, it would have to first get a series of wormhole orders, and then the movement order after that. The framework for that is there, but it would be some non-trivial code. I agree that it would be really nice, but the game never has supported giving orders to move or attack on a planet from a different planet in general, and that would need to be added anyhow. I think people would like that, but I don't see it as an utter crisis compared to other things.
It does get people very confused, messes with their expectations. You see the units from other planets in the selection, you can even scrap them all by pressing DEL (very useful for turrets, but seems accidental), you'd expect them to react to the movement order!
and some units like the cloaked ones are clearly meant to be sent out on their own.
True, but in these cases they either need to be swapped around to other fleets, or in theory we should make them grant cloaking to all the units in the fleet they are in. This is a good example of things like the Raiders that were only good if everything else is fast, and so they buff everything else to make them also fast.
Yeah. That Raiders thing is where the whole fleets concept as currently implemented feels really iffy IMO, it's so contrived. To the extent that I wonder if you didn't already lose your RTS DNA with how units can't be interesting on their own like this... but you didn't fully acquire another DNA.
So what, if you add cloaking units to a fleet with Raiders you'll end up with a super-fast cloaked fleet of doom? What if you add a third type of unit with such a buff? Not sure this concept is extensible.
You remind me that I was trying to find a solution for cloaked units. I was thinking that perhaps the flagship should cloak as well, only when it's accompanying only cloaked units (hard to justify thematically, but whatever). So this way you can at least bring it on a raid. But what do you do with the rest of the fleet? Either you leave them stranded somewhere as defenders, which breaks the concept of fleet, and can cause problem if we change the fleet selection to move every unit when giving orders. Or you allow selectively loading/unloading subfleets so they can be built but hidden in safety - but this unused ship strength kinda feels bad, it would be needed somewhere else.
The inability to select a fleet from the Galaxy view by clicking on its icon is awkward. (Unless I'm missing how that's done.) Having to go into the planet, select it, then return to the Galaxy view to move it currently requires too many clicks.
This is already in mantis, but basically the history is that the galaxy map was always just something to look at, and then give wormhole orders to your current selection, but nothing else. There were never any of your own units visible on the galaxy map, except for any superweapons you had, just as a reminder you had them there. A convenience.
But with the addition of fleets, the "superweapons" concept basically grew to include pretty well all the fleet leaders, again as a convenience. But we then moved from a situation where it was just view-only as far as units are concerned to something where people expected to be able to select units all of a sudden and order them around. That wasn't even a thing prior to fleets, and it didn't occur to me because I had never conceived of the map in those terms before. But people brought it up a while ago, and that's been on the list to add for a while now, because I definitely immediately saw the benefit.
On this note, there's a maximum number of icons that display under each system, it's already a bit annoying for visibility, but will become more so when those icons are used for selection.
As an aside, said icons should probably display their control group number as an overlay, for quick selection.