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Looking forward to AI carrier improvements. Another step closer...
Right now, the only way for me to implement something like that is to have multiple copies of a group spawn, then have a bunch of Trigger which check if a vessel has spawned, which then immediately sink possible copies of said vessels according to a hierarchy.
This is not only extremely scuffed, it is also resource-intensive and causes confusion in the player.
Ideally, the Alt-Spawn could be implemented as an "Empty" formation with it's own set of variables. The player should be able to decide which of the variables given (i.e. Position, Damage, Course, Mission) should override those of the "Full" formation (the one being affected by the Alternate Spawn).
This solution would allow mission-makers to improve replayability and create interesting sub-scenarios INSIDE the original mission, like: "What if this enemy was damaged beforehand?" or "What if there was an accident aboard your ships?" which aren't hard-baked into the Mission and thus predictable.