Here's how i could implement it:
once à Ground Combat is started, à New FO Client window will Pop up.
Since you can resize FO in windowed Mode to any scale, you could arrange them in any Way on your Desktop. If you have à multihead configuration( 2 Monitors) you could use it effectively.
I think since there are Large battles (about 50 -150 objects are normal) and the battles can Be paused to give Orders, there should Be à fixed length of the OrderSet Round.
Otherwise the battles would last too Long.
There is already an ai Interface ( opensteer) Inside the Code.
The ships can already take Orders like " Attack nearest, Launch Fighters, etc."
only the graphical represantation Must Be given.
That means "Physics" Must Be built in like consider, with which Speed the Ship should turn and Move.
Together with à real bullet Handling,
the result could Be à interacting with the Game like SQL:
"ship1(troop Ship): 'Drop troops on' 'Planet x' 'and' 'avoid Enemy Fire'"
"ships2,3(battleships):'defend' ' Ship1' 'and' 'formation Delta'.
The Player can lean back and Look what the ships do and what they encounter.
once the Player notices that they are involved in defendee Fire by the Planet, Action is required.
He has for example the Option to do nothing and let try the battleships take out the defenses.
Or He reconsideres:
ship2,'scan' 'weapon Radius of' 'planet x'
ship1, 'avoid Fire of' 'Planet x' 'and' 'Move to' 'Planet x'
this would result in Ship 2 scouts the " Dead firing Zone" of Planet x Flying in Formation with the two other ships. Ship 3 still defends and ship1 trys to Drop troops.
Sounds cool, or?