Fighters can serve as quite effective bombers themselves and deploy faster from the current available range of carriers, thus while your desired wing arrangements may be a seemingly good idea the general principle is flawed given how the vanilla game is balanced. M-size corvettes/bombers/corvettes are better treated separately from S-size fighters IMO where static wing organisations as part of a Carrier complement are concerned.dholmstr wrote: ↑Wed, 3. Apr 19, 09:30Yes I know that shift-select all, use it myself. BUT that doesn't mean I think it is a good way. I am hoping for a better wing functionality (aka a working code). My vision of the Carrier wing command structure would be akin to :GCU Grey Area wrote: ↑Wed, 3. Apr 19, 09:05Yes, my fighters are not organised in wings under their carriers. Frequently give carriers & fighters different orders (e.g. carrier: 'fly to', fighters: 'attack'). It's really not all that much more complicated to shift-select a bunch of fighters from the ship list & give them orders directly, than it is to give orders to a carrier & has the advantage that my carriers stays safe behind the lines (rather than joining the attack along with their fighters). As for automation, my fighters do have a bit of that - very fond of the 'dock & wait' behaviour so my fighters automatically return to their carriers after completing other orders.dholmstr wrote: ↑Wed, 3. Apr 19, 01:45 BTW I haven't notice the fast launch from the carrier but OOS they do seem to pop out fast. But GCU Grey says his fighters don't scramble out when flying in bad territory UNTIL he gives the order? Are you just having them docked and not in a wing under the carrier? My fighters have a bad record of following the wing order (if the wing order code actually work) so thats why I'm asking. I do not want to explicitly tell all the fighters all the time. Rather give the commander an order and he'll do his job and the fighters gets order from him...automation.
Having serveral wings of fighters with different loadout of guns and different orders, big guns go big ships, small accurate guns go small ships and protect carrier. Bomber wings that have escorts that protect the bomber NOT the carrier. So when I tell the carrier to patrol a sector or stand ground at a point these wings would activate accordingly. So if a batch of small fighters comes into "view" the Carrier scrambles the fighters with light guns, shoot the victims and return. If big baddies it launches heavy fighters and bomber + bomber escorts.
Most of the time for my carriers, I just leave assigned fighters as direct subordinates and leave the carrier captain to decide how to organise them - this is essentially how things worked in X3 with fighter wings that were assigned a particular carrier as a home base. If I feel there is a good reason to intervene with the automatic behaviours then I issue direct manual orders while keeping them assigned to the relevant carrier.
Where my "personal" destroyers are concerned, I treat fighters like mini task forces and have them normally organised as groups of 5 with direct standing manual orders of dock and wait. The destroyer based fighter wings are direct subordinates primarily for organisational reasons. If left to their devices, they would probably rarely (if ever) dock.
Yes - the current AI in X4 is less than perfect but TBH the AI in the X-games as a whole has rarely (if ever) been particularly good. There are some things that Egosoft should definitely resolve wrt X4 (with the key one being resolving certain issues with particular subordinate behaviours) but in the main the current AI does work ok even if it can be glitchy at times and has its limits.
The current wing code does actually work reasonably well all things considered but that is not to say it could not be improved. However, when considering such matters it is worth keeping in mind how things are balanced combat wise and adapt to it rather than trying to shoe-horn personal pre-conceptions about how we each think things should work and be balanced overall.