Ok, from what I've been reading on the forums, in the core space combat rules, it tends to devolve into destroying the enemy flagship first off, so I wanted to try and reduce the reason for that. Yes, it should have some effect, but it shouldn't be crippling. A squadron that loses its flagship has its combat stats halved for a round, and when a new squadron takes over task group command, it suffers the same effects.<br/><br/>It may take twice as much firepower to destroy a flagship, but that means that entire squadron is crippled for a turn, and another squadron is also effectively crippled when it takes command of the task group.<br/><br/>I don't think a flag squadron should have its combat strength halved simply because it is a flag squadron. Doing away with that negates the advantage of the Ballistic trait, so I'd have to find something to offset that.<br/><br/>Equally I'm thinking that I can find a better command structure. What I've been toying with is that the task group commander can issue a number of orders equal to the CR rating of the flagship. An order can be given at fleet, squadron or individual ship level, with each in turn superceding the previous. Fleet orders apply unless the squadron is given specific orders. Squadron orders apply unless the ship is given specific orders.<br/><br/>If the fleet flag is then destroyed, command would pass to the next highest CR rated ship in the fleet, and they can issue fresh orders. If they're not as good, it means less specific orders, but that the entire fleet could continue fighting.