i tested this yesterday so my numbers might be slightly off target
if i as player fly with 4/4 impulse my speed is ~ 32 impulse on the lowest energy setting of 25
(which results in ~45 energy level thx to skills and random buffs + impulse engine item)
if i activate MVAM mode my pets follow me, but they have a fixed speed of:
Pet Alpha : 22 impulse
Pet Beta 24,5 impulse (not sure if accurate, but Beta is a bit faster)
Pet Gamma 22 impulse
...so no matter where i fly my Pets keep falling behind, until they start full impulse to catch up, that happens around 10k distance.
just enough to stay out of firing range for a bunch of seconds.
if i play on normal, my pets can be happy if they can fire one or two shots at the NPC that i am just alpha striking to death.
i tested MVAM on Kerrat yesterday and my Pets started firing at the Borg node (not moving target) in front of me when i was at 1K distance and was almost colliding with it.
change the speed of my Pets to my own speed so they dont fall behind, no matter how fast or slow i am flying, if they dont fly in formation but just use the follow command on me, then at least let them stay in range.
it would help a lot already if they would hit full impulse to catch up at 5k distance instead of 10k.
at least they would have a chance to fire at my target before my alpha strike is over, i'm flying an Escort after all... for the Galaxy-R it is not so important because it is tanking more and pushing out dps slower, so if the saucer joins the battle 5 seconds later, that isn't to bad, but for an Escort the battle can be over by then.
Aren't the rest of your unused bo's driving the other sections with out your super vision? That cant be good
No, the ship parts fly themselves and are guided by the central computer. They are not flown directly by BO's or any other carbon based life.
Oddly I rarely have a big problem with my parts lagging too much. It seems if you hit FI they also hit it fast and catch up quicker. I have had them lag behind on a few occasions but considering they cannot tank much it is sometimes a good thing to have them not being the first thing that gets locked onto. If you find you can blow away everything before they arrive then you did not need their help did you? So what is the real problem there?
They will come in by the time you need them if you actually require their assistance in most cases and if you do not require it then you could have stayed together.
As for the Saucer LOL... I guess it tanks... It lasts like 2 seconds Vs. my ship and about 5 seconds Vs. just my pets shooting it which is not impressive. It also contributes about 0 DPS seems how currently its beams cannot scratch the shields of an Escort at dead stop... I mean NO visible damage whatsoever with no abilities used on the Escort. The best it does is distract NPC's and sometimes phaser proc the opponent.
You need 23 impulse power speed to max your defence..... you sayin
Beside, i think there must be a drawback for the separation. Preferably larger hull malus, but lower speed could work also.
That ship as it is, is just awful. Great BO layout, great special, no drawback.
It makes more sense that the speed and maneuverability of the parts would all be greater than the whole. Much less mass to push around. However, being realistic Alpha should have the weakest Hull (being the smallest) and Beta and Gamma should each have reduced hulls that are very similar in amounts. Shield strength for Gamma should be very good considering it has the deflector but shield strength for the other two should probably be weaker than it currently is. (Because they do not have a deflector) Alpha should honestly be the fastest being smallest with the impulse engines right on it (Kind of like a Fighter). It would make more sense for Beta to be more Cruiser-Like.
Those are just my opinions based on how they seems to be configured however. In the show we do not get a very good impression of each piece's strengths and weaknesses. All we see is them shooting phaser beams at enemy targets and Alpha pulling some High Angle of Attack maneuvers.