Since I am still early in the design and feature development for UQMG 46 Max, I have decided to increase the overall number of flight Groups to 12 per team. Basically 6 "Primary" flight groups that can be cloned/copied to infinite numbers (well... not infinite, it is based on the number of regiments in the game), and 6 "Related" flight groups that can be used as independent flight groups (which can also be cloned) or can be used together with their related primary group to form Composite Flights (Zveno, Tug+Glider, Airship+Fighters, etc) or things like having a flight escort the other.
Why? Won't this make writing map templates harder? Well, I am going to use a radically different way to design map templates... it is not going to be at all like what I did with UQMG classic.
Also, I figure that with 12 Flight Groups in each team, I can create missions with a lot of depth for a quick mission generator. Looking at some revolutionary features... Viva La Revolucion!
Think of it this way...
Say you decide to have a mission that uses... say:
R1 = 4xP-51s (With 2 Clone Flights) = 12xP51s (escorting flight 7 or C1)
R2 = 4xP-38s (With 2 Clone Flights) = 12xP38s (escorting flight 8 or C2)
R3 = 4xP-47s (With 2 Clone Flights) = 12xP47s (escorting flight 9 or C3)
R4 = 4xSpitfires (With 3 Clone Flights) = 16xSpitfires (Fighter Sweep)
RC1 = 3xB-17s (with 6 Clone Flights) = 21xB-17s (escorted by P-51s)
RC2 = 3xB-26s (with 6 Clone Flights) = 21xB-26s (escorted by P-38s)
RC3 = 3xB-24s (with 6 Clone Flights) = 21xB-24s (escorted by P-47s)
Just on the Red team, that is 36 escorts for 63 bombers plus 16 Spits... so that is 105 planes on that team alone. And I used 7 of a total of 12 flight Groups in that team... so you can see the variety of scenarios possible, once you introduce other features, like spawn waves, and alternative locations for the planes (this is a new concept in UQMG 46 Max).