Actually, I feel I should explain the root of the behavior system as it is now-
As I said before, I use the concepts used in AI War as seen here
When I set out to do this though I found I had a unique problem....Classic comparison does not work (or work simply) when all the ships are dynamic in nature....so i needed the ships to be able to self classify-
Each ship when spawned goes down a list and inventory before deciding on 4 major behavior modifiers-
Class - "Corvette" "Frigate" "Destroyer"; "Cruiser" "Battlecruiser" "Dreadnought" "Battleship"-
Weight Class - "Light" "Battle" "Medium" "Large" "Armored" "Heavy"-
Type - "Gun-Boat" "Anti-Ship Missile" "Missile Defence" "Command & Control" "Carrier Wing"
Speed class - "Medium Speed" "Quick" "Fast" "Fast Attack"-
Optimal-Range is then determined based on the min/max values of the decided primary role weapons systems(each weapons, defense system has a value attributed to it) .
During combat each ship will of course fire on targets of opportunity, but each ship will try to find the most appropriate available target to engage. During the threat level check each ship within action range is compared based on all values to include ship health and type, IE a command and control ship will not prefer to go toe to toe with heavy battleship.
This is where I want my fleet layer to come into play.... I plan to auto sort each fleet and group the ships into formation based on all these factors, with the primary capital ships at the heart, ships designated as escort to the edges ( or other choose able profiles).
By being able to select standoff profile, the ships in the fleet will maintain formation and attack from maximum range. Escorts could be set to break formation and engage when the enemy breaks into a certain radius( or not). Defensive ships would set their inbound engagement radius several time over to shield the most value ships.