|TKF was an interesting take on a fascinating tactical problem: how to integrate different ships and make them work to accomplish a mission. I enjoyed the concept and even the visuals.|
By the way, Starbases can be treated like another ship for the defence. In other words, "2 Rushes taking out a SB" would not be so simple if the SB is handled like part of the defensive fleet. That is just my quick thought on that one.
The concept of 'fleet' action is interesting enough: I would be willing to play in any 'demo' match using it...and I would be interested in contributing some time to the "brain-storming" discussion that would be pre-requisite to assemble a 'template'. Such a template might include 'ship roles' (ie 'escort', 'picket-ship', 'protect at all costs', 'primary capital ship', 'intercept'', etc.)...it might include parameters regarding the ship characteristics to perform the 'ship role' (ie warp engine tech, weapons tech/type, hull mass, etc.). In other words, ships can perform some roles, but not all of them.
That 'template' of ideas would then require coding to bring it properly into "Development" or "Test" stages for playing.
Anyways, my personal feeling is that this kind of 'add-on' could be very appealing to older and newer players because it adds an appealing level of technical complexity that mirrors what has always been the case in 'real world' naval conflicts. One could say ALL conflicts, really...where 'escorting', 'scouting' and any kind of multi-platform action is happening.
Anyways, I don't have a lot of time to contribute, but I am willing to join a group of people who might be interested :)
Best Wishes and very stimulating discussion...thanks!