Im currently building a browser-based game, which basicly goes like: 2 Players place starships on a 2d plane, move them around and fire their guns at each other. The game is divided by turns, each one has 2 phases Phase 1 - Movement Phase 2 - Firing
Summarized, it is basicly a table-top game played in the browser.
Due to earlier experience i want to avoid the issue of Players talking movement in turns, i.e. Player A moves ship 1, B moves 2, A moves 3, B moves 4. It makes for some awkward experience and delays the actual firing Phase too Long.
So instead im aiming for something along the lines of "Both Players move all their ships in one step and see the actual Resolution of ALL ships movement afterwards - they then can issue weapons fire".
The Problem is: Manovering ships in this game is Kind of important, because weapons have different arcs of fire and ships different parts of structure. So ideally i want to make "smart" movement choices in order to bring as many weapons as possible to bear while also protecting damaged parts of my fleet / ships.
However, with parallel, "blind" movement, i cant really make smart choices.
What would be a way, from a game-design Point of view, to allow parallel, blind movement while also ensuring impactful choices ?