Units should be able to be set to do a 'patrol' feature with various levels of aggression.
That patrol should be way-points then back to refueling for planes, or just a set of way-points for navy, or attaching planes to some other unit to provide air cover or naval cover for traveling units.
after setting offline combat patrol way-points or unit to guard as a movement option the player should also be able to set a Rally Point for each unit if they are set to flee engagements.
Then the player would set an 'attack mode' for units.
Attack modes would be attack for Air
1.Attack Any Air unit seen in sensor range (they would pursue units trying to engage up to some set radius or simply the radar distance.)
2.Attack any Air unit with less strength, flee to unit 'rally point' if unit has more strength.
3.Flee to rally point if enemy unit is detected.
4.Attack any moving ground unit in patrol sensor range.
Same thing with navy
1.Attack Any Naval unit seen in some sensor range (they would pursue units trying to engage up to some set radius or simply the radar distance.)
2.Attack any Naval unit with less strength, flee to unit 'rally point' if unit has more strength.
3.Flee to rally point if enemy unit is detected.
4.Attack any ground unit in patrol range.
5.Flee to rally point if enemy attacks with air or naval units.
And same thing with artillery, so if a unit moves next to an artillery piece it will start firing at it.
The idea is so that you can leave a fleet bombarding, and know it wont sit there under heavy attack if that is detected. Or if another unit tries to do a land invasion, a patrol along the coast would attack them as you would expect, without having to put a fleet in every coastal location and hope aggression goes after them only to have them picked off one by one by a 'stacked' fleet.
That way you could bombard a shore, or fly air bombardment, knowing your planes won't fly into thick fighter cover, or if you have lots of fighters or planes, you could keep them in the air removing the chance someone while you are off line sneaks in troop transports while you have plenty of units that would have stopped them.
Attempts to engage a fleeing enemy could be resolved simply by plane level and plane types, fighters getting engagement choice as an example.
If you get the idea, you could figure out some workable system so that while offline your fleets and airunits can be operational without having to worry about losing them all, or having to stay logged on to watch for any enemy movement that you manually have to then react to.
(also although it is not logical, if I attack and need 2 points to kill, and get 3 points of attack damage, that extra point should carry over to the next battle hit if it occurs within 15 minutes, so that multiple single enemies don't have a combat advantage, You may have worked that into some force multiplier already in your formula, where multiples are stronger then individual, to avoid stringing singles for better combat. I haven't checked it, but it is an important thing to avoid since it would create an exploit )
That patrol should be way-points then back to refueling for planes, or just a set of way-points for navy, or attaching planes to some other unit to provide air cover or naval cover for traveling units.
after setting offline combat patrol way-points or unit to guard as a movement option the player should also be able to set a Rally Point for each unit if they are set to flee engagements.
Then the player would set an 'attack mode' for units.
Attack modes would be attack for Air
1.Attack Any Air unit seen in sensor range (they would pursue units trying to engage up to some set radius or simply the radar distance.)
2.Attack any Air unit with less strength, flee to unit 'rally point' if unit has more strength.
3.Flee to rally point if enemy unit is detected.
4.Attack any moving ground unit in patrol sensor range.
Same thing with navy
1.Attack Any Naval unit seen in some sensor range (they would pursue units trying to engage up to some set radius or simply the radar distance.)
2.Attack any Naval unit with less strength, flee to unit 'rally point' if unit has more strength.
3.Flee to rally point if enemy unit is detected.
4.Attack any ground unit in patrol range.
5.Flee to rally point if enemy attacks with air or naval units.
And same thing with artillery, so if a unit moves next to an artillery piece it will start firing at it.
The idea is so that you can leave a fleet bombarding, and know it wont sit there under heavy attack if that is detected. Or if another unit tries to do a land invasion, a patrol along the coast would attack them as you would expect, without having to put a fleet in every coastal location and hope aggression goes after them only to have them picked off one by one by a 'stacked' fleet.
That way you could bombard a shore, or fly air bombardment, knowing your planes won't fly into thick fighter cover, or if you have lots of fighters or planes, you could keep them in the air removing the chance someone while you are off line sneaks in troop transports while you have plenty of units that would have stopped them.
Attempts to engage a fleeing enemy could be resolved simply by plane level and plane types, fighters getting engagement choice as an example.
If you get the idea, you could figure out some workable system so that while offline your fleets and airunits can be operational without having to worry about losing them all, or having to stay logged on to watch for any enemy movement that you manually have to then react to.
(also although it is not logical, if I attack and need 2 points to kill, and get 3 points of attack damage, that extra point should carry over to the next battle hit if it occurs within 15 minutes, so that multiple single enemies don't have a combat advantage, You may have worked that into some force multiplier already in your formula, where multiples are stronger then individual, to avoid stringing singles for better combat. I haven't checked it, but it is an important thing to avoid since it would create an exploit )