A few of threads have brushed up close to this topic, but as far as I can recall, none have really gone into depth about it - which kind of surprised me when I realised it.
As we know, I-Novae intend the combat in Infinity:Battlescape to ideally include large fleet battles inspired by spectacles in certain well-known sci-fi films. I have started to wonder how this might be implemented at a practical level, given some of the other game design criteria we know of.
How will an fps control scheme influence the way players interact with a large fleet battle? It may take quite a lot of courage to dive into a massive furball and risk your ship… which suggests there must be reasonable incentives to do so.
How might combat roles be defined in a space-fight scenario? Go with traditional “classes”, or allow more freedom through equipment choices?
And perhaps most importantly, How will players be able to contribute to the battle in a meaningful way? There will need to be clear objectives of differing challenge and specialisation. Giving the battle a fluid, interactive feel would make it exciting and purposeful. If destroying fighter cover allows your capital ships to fire better on the enemy, you would have a sensation of achievement.
In my opinion, in order for fleet/faction battles to function on the scale I-Novae would like, there needs to be a focus on working for the benefit of your team, rather than personal glory. If you get rewards and upgrades along the way that help you achieve that teamwork goal, so much the better.