Commander interface concept with tactical map and contact list.
The command map should look grounded, but still behave like a fast RTS control surface.

Modern naval combat can easily collapse into tables, acronyms, and hidden calculations. Carrier Strike Group needs the opposite: a command surface that makes uncertainty playable. The player should be able to read the situation quickly, make a decision, and understand the result without needing to inspect every subsystem.

The Command Surface

The tactical map is built around familiar command concepts: range rings, bearing lines, patrol zones, contact tracks, confidence areas, and alert markers. Those elements are stylized enough to be readable from a distance, especially during missile attacks when the player has seconds to prioritize.

  • Contacts must distinguish friendly, enemy, unknown, missile, and aircraft tracks.
  • Track quality should be visually distinct from perfect unit truth.
  • Basic attacks should remain available without opening a full planning screen.
  • Coordinated salvos can use deeper planning when the player wants it.