I’m trying to clearly understand the architecture of entity system, but I’m facing a design problem.
A concrete case, the fleet : A fleet of ship is an entity. It have a name component, a position, a global strength,… and is composed of ship, which are entities to. Must the fleet EntityId be referenced by the ships, by something like an OwnedBy component ?
If I use this pattern, almost every Entity is owned by something, up to the game itself which hold all the tree. Is it a bad design, or is it something normal?