Topic: Talooran - make it more tactical ?
Sad but true, moving the Cap Ships on Talooran is at the moment (FS 1.5) tactically a stupid idea.
If you move them, you move them away from your fighter cover.
It's especially stupid if the enemy doesn't move and you decide to attack the enemy fleet at their starting position.
In that case you're not only moving away from your fighter cover, you're moving to the enemy bombers spawn point.
To fix that problem and to make Talooran more tactical I suggest following:
1.) Add a "Fighters Reinforcements" Control Point between the two fleets.
Only Capital Ships should be able to capture that point
If the Point is captured, above or below a Figtherspawn is created, and fighters of the controlling side are spawning.
For the Imps: TIE Defenders
For the Rebels: A-Wings
Optional or additional:
2.) Add a "Bombers Reinforcements" Control Point in front of the enemy's fleet.
Only Capital Ships should be able to capture that point, and only the opposite side should be able to capture it.
(Rebel Fleet: Imperial Bombers Reinforcements, Imperial Fleet: Rebel Bombers Reinforcements )
If the Point is captured, above or below a Figtherspawn is created, and Bombers of the controlling side are spawning.
For the Imps: TIE Bombers
For the Rebels: Y-Wings or B-Wings
3.) Add a "Jumppoint" Control Point behind/below/above the enemy's fleet ( like in Escape from Hoth ).
If your Cap Ships reaches that point, it jumps out and is save
This should give you a reason to move your fleet to toward the middle of the map and to the enemy, and gives you a chance to flee if the attack goes wrong.