Summary

I think the space combat tactics could do with a bit more depth. 

What I propose, in a nutshell:


Before a battle starts, allow players to select 3 battle tactics (1 per phase) instead of just 1.


What we have now

If you look at a battle tactics you'll notice that all tactics have a range they want to achieve, for example:

When you select this tactic, your main flotilla will attempt to close the distance to the other fleet as fast as possible, guaranteeing close range by the third phase of battle at the latest. However, if the opposing fleet picks a close range tactic as well, the battle starts off at close range and remains at close range for all the phases.


Proposal

You select three tactics instead one, to allow for more tactical control.

In the following example I pick three tactics: (turtle, turtle, power to shields)

Phase
1
2
3
Tactic



My main flotilla will close the distance to the opposing flotilla in the first two phases and attempt to increase distance during the last phase.


The opposing fleet chooses the following: (post-op analysis, post-op analysis, team Spirit)

Phase123
Tactic

 

The opposing fleet will attempt to close the distance during each phase.


The battle will then play out like this:

Phase
1
2
3
Distance
medium
close
medium


Distance calculation (using the above example, ignore if you don't care for how the ranges were calculated)

On the first phase My fleet wants to move to close range, while the opposing fleet wants to maintain medium range.

I categorise the ranges as follows:

Range
Close
Medium
Long
Distance
0-3
4-5
6-8


When a flotilla wants to decrease the distance subtract 2.

When a flotilla wants to increase the distance add 1.


We start off with a value of 8. Unless both parties want a close distance, then start off with 6. (this is to ensure close vs close starts at close range)


Start distance

My flotilla wants close range, the opponent wants medium range, so we start at 8, which is long range.


Phase one

My flotilla wants close range, so it wants to decrease the distance (-2)

The opposing flotilla wants medium range, it also wants to decrease the distance (-2)

Resulting calculation: 8 - 2 - 2  = 4

...which results in phase one resolving at Medium range.


Phase two

We are at 2 distance. (Medium range)

My Flotilla wants close range and therefore decrease the distance. (-2)

The opposing flotilla wants medium range, which is the current distance, so no change. (+0)

Resulting calculation: 4 - 2 + 0 = 2

...which results in Close range.


Phase three

We are at 1 distance (Close range)

My flotilla wants long range in the last phase and therefore wants to increase the distance (+1)

The opposing flotilla wants medium range, but it is close range, so it wants to increase the distance (+1)

Calculation: 2 + 1 + 1 = 4

...which results in Medium range


Bonuses

During the battle my fleet will then have +55% Hull plating absorbsion from TURTLE during the first two phases and +75% Shield absorbsion on Ships, -10% Damage on Weapon Modules from POWER TO SHIELDS in the final phase.

The opposing fleet will have +25% Extra experience on Fleet throughout the first two phases because he has selected POST-OP ANALYSIS for the first two phases, but on the last phase he will receive a +30% Damage bonus (10 sec duration) when an allied ship destroyed on ships, which is especially likely to have effect in the last phase of battle.

All in all, no big changes here, except the bonus is only active during the same phase as the tactic.


More bonus depth

As an alternative to the above bonus, the bonus from POST-OP ANALYSIS could read: 

+8% Extra experience on Fleet after Battle. 

The POST-OP ANALYIS tactic would then serve as an interesting additive passive bonus for the battle. This would open up another layer of depth to selecting tactics as you mix and match bonuses while managing combat distance.


Layered complexity

I realise this adds another layer of complexity for new players, however, I would like to propose to make the three tactic combat unlock as part of a technology (tier). Regardless of being unlocked or not, just selecting one tactic would result in resolving the combat as if the player picked the same tactic three times, effectively.

This could also help implementing this feature in an iterative way, as for instance AI could just select one tactic as they do now and later on get more advanced logic to optimise those tactic choices.