In an obscure japanese fleet rts game, fleets were "single units" that were in range when the front ship was in range (rather they only started firing then) with long range ships firing their long range weapons etc. The tactics came from positional things and admirals, front lines and skirmish squadrons that were heavily armored and had hard-hitting close rang weapons that couldn't be intercepted by AA etc. Shields existed in this game and long range fire would have a 1% hit chance (but very high damage IF it hits) at best on max range, so it was only to hold a front line light show basically.
You've got my curiosity. What's the name of that game?
What kind of controls would you like to see in a fleet game? They may-or-may-not be in scope (or fitting to the vision of) AI War, but I like that kind of stuff and really want to hear about them.
Legend of the Galactic Heroes (Ginga Eiy? Densetsu)
https://www.youtube.com/watch?v=tf57myMJKygLink to WIKIAs for fleet control, I think battles should be tactical challenges with generals, fleets, functions tied to parts of fleets, etc. so I am not convinced on this whole concept of fighting in an entire planetary or solar gravity well....
But then this game already exists, just nobody ever played it or knows about it.
If I had to describe it, it was like playing a tug of war game with abilities and important admirals allowing you (and the enemy) to direct a push on parts of the front line, since you commanded around 12 to 15 fleet "elements" you could also micro them and position them as you wanted before the game. Your fleet elements had a <> shape or a box shape or whatever and that was a physical shape, other fleets could NOT pass through it assuming you didn't leave a fleet sized gap (they could merge with it though, which was usually really bad if your artillery flotilla got caught this way by skirmish fleets)
Long exchanges brought capital ships to bear the brunt of fire too, since they are the biggest target, carriers on 1 side and artillery throwing nukes and lasers at the enemy etc. Essentially, a fleet combat was a high stakes tug of war and if your fleets moral brakes you may live to fight another day too, it was very rarely (only when you managed a total pincer) that enemy fleets were completely wiped out quickly. Also abilities were not targeted, your fleet weapons have fixed ranges and fired in a fixed (position related) zone in front of them (or ability commands HARD TURN and then fires), that means you had to predict enemy movement in this game, and you could totally waste your precious nuke salvos if the enemy wasn't otherwise occupied and dodged it, you could also specify which elements of the enemy fleet to target meaning near the end you could have weakened fleets peppered by swarms of bombers type ships. (Drones) and yes, locking the enemy fleets with a skirmisher fleet element and THEN nuking everything WAS a valid tactic, if you pulled the skirmishers out (they had captains who could push through fleet chevrons behind the lines) in the last minute ;p
X4000 said he wants to move from the fleet ball, that's good. In LOGH a fleet spanned an entire screen and your abilites only used parts of your squadrons (so you had to decide before battle already where to put your artillery, where your AA and where your skirmishers or special fleet elements) and the abilities would be more or less useful depending on your position to the enemy, a staggered in-depth formation with 3 rows would also bombard "3 rows" of space far out in front of them, so if enemy was only a thing line that would really hurt that part of the line, but the line on the wings could easily pincer you.
Just worth to mention, the game had directional damage, shields were only frontal deflectors. If you turned part of your fleet to face the enemy, a surprise pincer move could push skirmishers into your lines with nothing shooting at them, which is USUALLY a really bad thing as being shot at at "optimal" range is where 90% of the kills happened in this game
I can't stress enough how important position was in that LOGH game, if your abilities activated and your line of 15 ships all fired their nukes, and your enemy formation was 7 rows deep, then you only hit 1 line at the front while wasting 14 fleets worth of ammo. And these nukes did true damage, no shield deflection. Hence why they were so important in this combat system, missiles in general were an extremely powerful but also limited use tool in battle. Each admiral also had their own formation preferences where some fleet classes worked better in a specific position than in others etc.
Anyway, regarding shields, shields should be fun in the game right now. Do they add a tactical FUN element to battles? Then they should stay. If they don't do this then they should not be in the game in their current form, or at all. Isn't the fleet ball a thing in this game because nothing gives fleet combat any structure (in shape and form) currently? Wouldn't removing the shield bubbles mean that shields are nothing but extra HP you now.. don't have anymore?
So you see I am not sold on the "it was in classic so it has to be here" argument. Classic was a 2D game in sectors, 2.0 is a game around gravity wells (which has it's own problems and is not how I would do space combat after playing nearly every space game ever made).
Also obviously I completely agree with Chemical Art (When did I ever not?
) because shields are a clutch in classic and not a fun aspect, I hate that I have to bring bombers MK1 to MK3 into the fight with my fleet ball just to have them survive 10 seconds to kill a single core shield. This is like literally the worst aspect of the game to me.
Sorry I went kinda ranty with this reply, it's not easy to formulate such thoughts. When I mean fleet combat I mean, in AI War 1, the most optimal way to fight was build everything to the max and point it at a target (maybe with the exception of super fortresses) and then sort out what survived and died later. Progress was made with losses anyhow, the amount never mattered. In the other direction shields were super important in defense because HP'S were never properly balanced, and structure armor was neither. Only hard-balanced building in the entire game without shields taken into account is the super fortress. Which is why that structure is so utterly broken when it's beneath a core shield btw....
Ps.: Just to be make it clear, I am for removing shields if it makes the game objectively better. I have absolutely ZERO issues with that, Shields were not properly balanced since AI war 1.0 (literally) and all expansions made it worse because they might add new ships good against other ships armor, but shields always were there, and they always had to be taken out first. So bombers were never "optional"
And why couldn't my engineers mount plasma bombs on a star destroyer that survives more than 1 hit?