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Most people suggest the idea that they remain AI controlled. One way to incorporate these ships so that they are reliable upon the competency of players and not the quality of AI alone, would be to have them act like the artillery modification on tanks. Calling in a squadron strike instead of artillery. The lethality of such a strike can be easily modified, such as the accuracy of the squadron, the type of aircraft, the number, their torpedo/bomb load types and quantity. Carriers/Airfields: They could be vulnerable to strikes from not only bombers but strikes of ships, counting for tickets or game winning, much like how they are in game now. Screening: Would it not be possible to spawn large Capital ships with a flotilla of small AI screening ships, for the purpose of protecting the belt of the ship from torpedoes, and for providing additional AAA coverage. EC: Incorporate naval battles like an Enduring Confrontation style event, in this case as long as carrier remain players could join in aircraft, with capped numbers.
Branch 3. In regards to Distances, and maps sizes and How to Play. Objective: How it plays, use Capital ships like objectives themselves, and treat them like airfields. Spawning: The spawn locations as mentioned, could be located at varying distances, separate from those spawn locations of ships. In example, much farther out. Ensuring that aircraft must come in contact with other aircraft, and ensuring enough time can be had for ships to fight themselves, what ever distance or time that is has to be found. Engagement: Many suggestions have been made in regards to how far ships can actually shoot, and the way in which battles could happen. For one, it has been pointed out that it is not impossible for a ship such as the Yamato to make rather tight turns. Maps: Lots of suggestions have been made in regards to the distances in which ships can shoot. Objective: A significant percentage of people have suggested the idea of moving away from kill based game play, and focus on manipulating the way in which battles are played by focusing on objective based game play. So how do these vehicles fight then?