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-   -   Turn order in Strategic Combat (http://forum.shrapnelgames.com/showthread.php?t=3367)

stecal June 12th, 2001 03:15 PM

Turn order in Strategic Combat
 
What determines who moves first in strategic combat? It seems like my ships always go second no matter whether I iniatiated combat or not. This is especially painfull at warp points where my carriers often get blown up by enemy fire before they even get to launch their fighters. I am player 8 of 8 in a multiplayer, simultaneous game and I would hate to discover that is why I go Last

Lemmy June 12th, 2001 03:59 PM

Re: Turn order in Strategic Combat
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Brainsucker:
... I am player 8 of 8 in a multiplayer, simultaneous game and I would hate to discover that is why I go Last<HR></BLOCKQUOTE>
sorry, but i think that's exactly why you always start Last.



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Q: When he went, had you gone and had she, if she wanted to and were able, for the time being excluding all the restraints on her not to go, gone also, would he have brought you, meaning you and she, with him to the station?

A: Objection. That question should be taken out and shot.

liga June 12th, 2001 04:02 PM

Re: Turn order in Strategic Combat
 
I hope that this things will be fixed soon ....

Liga

Jubala June 12th, 2001 05:17 PM

Re: Turn order in Strategic Combat
 
Yep, that kind of sucks. Means the enemy will always get in the first shot at warp points both when you are defending and attacking. Painful.

CaptSpoogy June 12th, 2001 05:32 PM

Re: Turn order in Strategic Combat
 
I think it would be a lot better if the attacking empire would get the first move always.

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Visit the Spoogy Federation at:
http://spoogyfederation.tripod.com

Taqwus June 12th, 2001 05:44 PM

Re: Turn order in Strategic Combat
 
How about individual ship initiative, taking into account +hit bonus (which includes hull type, sensors, racial attributes, experience, and other modifiers), plus perhaps a modifier for traversing a warp point (perhaps a bonus to the defender), plus a random factor?

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-- The thing that goes bump in the night

mac5732 June 12th, 2001 08:18 PM

Re: Turn order in Strategic Combat
 
I disagree with the part about warp points. When you go thru one you never know what is on the other side. therefore when you go thru and the other player has defenses set up on warp point it only makes sense that he would get lst shot. That's why you should send in scout see what defenses and their strenght before you send thru your fleet. This forces you to reorganize your fleets to meet and defeat his defenses. As for reg combat in systems, I always notice that it doesn't matter who fires first, its who moves into range lst. Therefore who comes in range lst, fires first. I would suggest you use tactical at least for large or important battles that way you could move so you always would get the lst shot.

just some ideas mac

Dravis June 12th, 2001 08:28 PM

Re: Turn order in Strategic Combat
 
You can't use tatical combat in simultaneous games.

Will June 13th, 2001 12:02 AM

Re: Turn order in Strategic Combat
 
Not to mention the fact that it's a multiplayer, so still no TC.

Paranoid Android June 13th, 2001 03:41 AM

Re: Turn order in Strategic Combat
 
This is really bad news. It means that all those fire once every 3-4 turn shield/armor skipping weapons will rip the guts out of your ships if you both start in close proximity as usuall at a warp point.

LoPan June 13th, 2001 05:45 AM

Re: Turn order in Strategic Combat
 
I think that's what Brainsucker's so annoyed about. http://www.shrapnelgames.com/ubb/ima...s/rolleyes.gif

So, it begs the question, how to work around this?

a possible solution would be to open my own warp point and scoot thru before the other side could react.

June 13th, 2001 07:07 AM

Re: Turn order in Strategic Combat
 
That reminds me that it would probably be wise for me to have warp point opener and closer components on one of the several starbases at my 27 warp points. Slam the door in the face of enemy fleets until reinforcements arrive. Maybe they would also run out of gas dithering after I slammed the door in their faces!

dogscoff June 13th, 2001 12:04 PM

Re: Turn order in Strategic Combat
 
I think the best workaround is to either avoid serious combat altogether (with clever use of mines, sabotage, diplomacy =-) or to design your fleets, ships and race to compensate for the disadvantage- multiple targets with lots of defence modifiers, shields, pdc, regenerators and armour will give you a better chance of surviving the first round in warp point combat, and long range weapons might give you the first shot in regular combat.

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)

Personally I think this one needs to be near the top of MM's "to do" list.

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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "

[This message has been edited by dogscoff (edited 13 June 2001).]

June 13th, 2001 12:45 PM

Re: Turn order in Strategic Combat
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dogscoff:

LCC: I'm not sure warp point manipulation tech works on Starbases because stellar manip requires spare movement points. (like establishing a colony)
<HR></BLOCKQUOTE>

Ouch! Thanks for telling me! That would have been an expensive blunder!

June 13th, 2001 02:08 PM

Re: Turn order in Strategic Combat
 
How about putting an emergency propulsion pod on the base, then after you popped it do the stellar manipulation ? I have never used EPP and before now just built a couple of small bases, so I am still learning tricks...

Lisif Deoral June 13th, 2001 06:57 PM

Re: Turn order in Strategic Combat
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
How about putting an emergency propulsion pod on the base, then after you popped it do the stellar manipulation ? I have never used EPP and before now just built a couple of small bases, so I am still learning tricks...<HR></BLOCKQUOTE>

IIRC, emergency propulsion pods do not add any movement point to a base. They are simply used (destroyed) but movement allowance remain 0 of 0.
You _might_ be able to use the move points to do stellar manipulation, anyway (i.e., the base could be getting some MPs but movement is still not allowed, whatever the MP total says). Save the game, conduct the experiment and tell us :-)

dogscoff June 14th, 2001 01:02 AM

Re: Turn order in Strategic Combat
 
LCC: I'm not 100% sure about that. I know it's true of some stellar manip commands, but not necessarily all of them. There was a thread on it a few months ago.

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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "

Nitram Draw June 14th, 2001 01:27 AM

Re: Turn order in Strategic Combat
 
I think you are correct, SM needs one movement point to work. I think there might be one exception but I can't remember which one.
It was brought up recently as a suggestion to allow SM bases and planets.


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