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In truth, it could be a simple logic flow concept to make a division. There can be MANY ways you might want to build a division but without asking the player what logic flow they want, you basically get one and only one: the mess we currently have.
The basic logic flow I use when building my divisions at start normally depend on 3 kinds of major engagements types I might be facing:
1. Chase, I'm going to be chasing down target(s).
Logic Flow would be:
1. Speed (All ships faster than target(s) would be in first 3 divisions)
2. Ship Class (Each division would be DD's, CL's, and BC's/BB's... CA's are too slow)
3. Division size maximum (Only for slower ships that can't chase the target set to just 'follow' Div 1.)
2. Engagement, we WILL be fighting ship(s) to ship(s)
1. Ship Class
2. Ship Age (or Speed if Age doesn't matter and all ships are roughly compliant with class)
3. Armor Levels (Heavier Armored ships should lead lighter ones to take initial fire)
3. Overmatch, my ships are overmatched (likely to be a retreating fight)
1. Ship Class
2. Gun Range (largest gunned ships should be set to rear of each div)
3. Speed (Faster divs can either engage more quickly or cover the escape of slower divs)
This is the most flexible and commonly used 'basic' thinking I do when starting the game. I pause immediately and form my divisions according to more detailed logic than shown above, but *IF* the AI asked me which kind of battle I think I'll be facing from those three options, it would save me a TON of initial work. I'd just be moving ships about if the AI has made a mistake. All ships should be set to max speed of 1kt slower than the max speed of the slowest ship in the fleet for the first 30 seconds of the game. This would give the ships more time to settle in to proper order and then go to max speed of slowest ship after 30 seconds unless the player has already overridden the default speed settings of a div/ship in a div or an assigned role keeps a div reacting to another div.
Also, the game needs to start fleets at least 2-3 km beyond maximum 'spotting' range. This starting ships already in gun range is rather dumb and with functioning Radar, it's beyond dumb. Give the fleets a chance to settle down. In late game, rounds are regularly flying in the first couple seconds of the engagement.
1. The ships were incorrectly started in positions that did not follow their position in the division. Ship A, B & C were started on the ocean in B, C, & A or some other odd setup, causing the keystone cops ritual. This was getting rare but it still happened from time to time.
2. Ships that had fast acceleration would just 'rear end' the slower accelerating ship in front of it. There's no excuse for this as the trailing ships would be matching speed the ship in front of them is ACTUALLY going, not their target speed. This would resolve this issue.
3. Ships of radically different speeds were put in the same division. A 25 year old BB with the max speed of 26 kts being placed in the lead of a 3 BB division where the latter two had 30 kts speed maximums. This was a regular issue. (I tended to put old BB's in with CA's in this case because the speeds were a closer match and the BB could attract any attention and take a pounding better than the CA's could.)
So yes, some of the issues were being fixed but not all. Some bad ones remained.
-full formation doing a 90° turn to change from line to colum, good to evade torps
-battle turn
-ships in line formation turning at the same spot and not following the actual movement