Ah, my mistake for not being clearer. What I meant to say is that HW1 RM did not have formations working properly (as they did in HW1 Classic). My complaint was that it seemed they were importing HW1 Classic formations into HW2 RM. My idea was that HW1RM should behave like HW1 Classic, and HW2 RM should behave like HW2 Classic. Having the two mixing mechanics seems counterintuitive since the two games are very different. That was what I was trying to say.
To go deeper: “Formations” are used very differently in HW1 and HW2. In HW1 there are about eight formations and only 4 you really use. In HW2, ships come in squadrons and will assume a formation automatically according to their tactics (which, again, are different from HW1). HW2’s equivalent of Formations are called “Strikegroup Formations” which are designed to use various ship types to create phalanxes, fighter screens, and so forth, while each composite unit (such as the interceptor squadrons, bomber squadrons, frigates etc) is automatically in what can be thought of as HW1 formations (but you don’t get to tinker with those). What this means is less focus on micro and easier control of battlegroups. HW2’s strikegroup formations are not the same as HW1 formations - they work on a larger scale across varying unit types.
Since bringing up my complaint though, a dev has responded that it will be a bit hybrid, but the playstyles of HW1 and HW2 will more or less stick to their original versions, with added tweaks and perks because it’s a Remaster and let’s have fun with it. Playtesting apparently is going well so… I’m not really upset anymore.
I hope that makes sense?