I'll ask again, have you ever played any vector combat?
Not large scale, no. No more then 3 ships per side CT-style on graph paper, plus some Triplanetary back in the day. No BL, and Mayday kinda makes me queasy- vector mechanics are more portable then CT, but the time scale is annoying.
More large scale combat with Starfire, which involves similar 'hex speeds' but of course is not vector.
In the vector games, I didn't get a nudging effect, because the view was engage and finish or break off and the distances vs. weapons are such that maneuver decisions taken 3 turns ago are playing out. But that could be again due to the smaller ship formations.
In Starfire, each hex of range counts, so that is more like wet navy 'maintain your optimal range' maneuver. You could look at that as nudging, I look at it as turning the strengths and weaknesses of maneuver/turn rate slow/high firepower protection vs. maneuver turn rate fast/minimal protection against each other, with appropriate formations and courses to get those optimal ranges. If things go against one side, they aren't going to nudge, they are going to run.
This is Phase I, just expanding the abstraction a bit to work out the range band kinks. Phase II is Tactics/Power Profiles and Vector while still using range bands. Phase III is where it goes to almost a new game, with a new firing/damage/design paradigm, Phase IV is putting it on a graph/minis/hex with finer range/damage interaction.
Going by phases makes this easier to digest, write and critique, and hopefully offers more versions that are of use to someone out there.
First, no one is suggesting that a fleet would normally be divided into parts which cannot support one another. Second, a larger fleet means more ships and more ships would be able to spread out more without leaving any part unsupported.
Sure, but in the large bands of range that CT gives us plus the extra ranges I am putting in to cover all the way out to 3 LS (based in large measure on the CT range mods), if part of a fleet is far enough forward to threaten closer or further range moves, it's likely at least 100000 km away from the main body. That isn't casual, and in a CT maneuver game could be pounced upon.
And, I AM saying that you can operate separate subfleets at different ranges instead of one big blob. Cause I am going for a finer scale then classic HG. As a result, a larger fleet CAN push a smaller fleet around or close from both directions and force ranges, hence less of a need to abstract that in a die roll. But critique away, I bring it up to get improvement rather then just post and move on.
Need to finalize that board setup thing, had the process in mind but didn't write it down here, so I'll go over it again to finalize. Like I said, this is just Phase I, offering for use of standalone for people who are comfortable to this level of abstraction. It's not the final detailed version.
Yes, the historical effective weapon range example I already mentioned. Modeling how a player can orchestrate the position of each "subfleet" in relation to the position off all the others is where things will get sticky.
Battle Rider had a mechanic which tied "stacking" to a commander's Fleet tactics skill. The implication being that ships within a given volume must be positioned carefully with regards to weapon types/ranges, "line of sight", and other issues.
If you have read what I have, I already have LOS/line of communication command rules built in. I probably have not described what happens if a subfleet passes through the enemy fleet and gets cut off, so that's a minor rework.
Now as to the differing subfleets position relative to each other, this phase is more abstracted as the range band mechanic won't necessarily capture those 45 degree angle courses to open up or cut the square to close and that action happening against 2-4 other groups, enemy and friendly. So I am looking more to the die roll to handle it.