9.0 Beta 10 fleet formation
Instead of a complex math check for every ship, Egosoft just needs to add a Distance-Based Kill Switch to the "Retaliate" behavior.
The Logic: If (Ship is assigned to Fleet) AND (Ship distance from Commander > 3km), then (Abort current Attack order) and (Resume Escort).
Defend orders should have my ships chasing something across the sector. Can't force combined arms/ escorts when they hunt down the nearest dude that insulted thier paint job...
Intercept: Allowed to break formation to hunt S/M ships.
Defend: Prohibited from breaking formation. It only fires turrets. It treats its engines as if they are disabled for any order except staying near the commander.
Attack w commander has turned into attack without discernment
Current Problem: In 9.0, "Defend" is basically just "Attack with a slightly shorter leash." They need to make "Defend" a passive-aggressive role where the ship acts like a turret platform, not a fighter.
Instead of 50 subordinates each asking, "Am I being shot? Should I move?", the Commander should be the only one running the "Targeting" script. The Change: The subordinates stop thinking for themselves. They essentially "Mirror" the Commander's sensor data. CPU Impact: This actually reduces the load. You move the "brain power" to one ship (the Flagship) and make the subordinates "drones" that just follow the lead.
you don't need a lower tick rate; you need smarter ticks. Instead of a blanket 5-second delay, the game could use Event-Driven Logic: Low-Power Mode (Idle): If no enemies are within 40km, the Destroyer checks its surroundings once every 10 seconds. (Saves CPU). High-Alert Mode (Combat): The moment a sensor detects a red icon or a shield takes a hit, the tick rate instantly ramps up to match the fighters. The Benefit: You save 90% of your CPU power during transit and docking, but you have 100% precision the moment the first shot is fired.
Edit it means more like a 20km bubble sorry