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-   -   New Strategy "Hit and run" (http://forum.shrapnelgames.com/showthread.php?t=1428)

Emperor Zodd January 16th, 2001 01:51 AM

New Strategy \"Hit and run\"
 
I would like to see a new Strategy that would be similar to Max weapons range and don't get hurt.
I call it "Hit and run"
It would tell the ship to fire at max range and run away. Also it would run from seekers,and wouldn't make a move if it was sure to get hit by a seeker.

I sent this to Aaron,what do you guys think?
Two ships meeting in battle might not even hit each other for a change.

evader January 16th, 2001 02:05 AM

Re: New Strategy \"Hit and run\"
 
It is correct in theory.

What are some uses of this stratagy?


Emperor Zodd January 16th, 2001 03:11 AM

Re: New Strategy \"Hit and run\"
 
Basicly, it would mimic the tactics that we humans do in tactical combat,try to get a shot off without getting hit in the process!

Puke January 16th, 2001 07:10 AM

Re: New Strategy \"Hit and run\"
 
it works already except for the 'dont move if you cant evade' part. just create a strategy, primary is max range, secondary is dont get hurt. I use it for my blocade fleets since i dont use missiles much. I tell the blocade fleet to use that strategy and to not fire on planets. every so often they wander too close to a planet (since the computer cant stop moving them for some reason) but as soon at the planet launches seekers they back out of range.

Tomgs January 16th, 2001 08:31 AM

Re: New Strategy \"Hit and run\"
 
That is already the strategy I use with most of my fleets. You can modify the DefaultStrategies.txt file in the Data folder or change the strategy in game in the Emipres window under strategy. You can also modify what the targeting priorities are and what it will target there.

warp nine January 16th, 2001 09:30 AM

Re: New Strategy \"Hit and run\"
 
The AI combat movement definately needs work. An unarmed ship with a speed advantage simply runs into a corner and gets trapped. Playing manually, you can just fly circles around the attackers until the 30 turns are used up.

Londo January 16th, 2001 05:27 PM

Re: New Strategy \"Hit and run\"
 
Here's an idea that might be easier than attempting to teach the AI how to fly in circles, why doesn't MM make the tactical combat area bigger, large enough so you can't reach a corner or an edge, or even eliminate all edges, that way, if you want to outrun an opponent you can. This would make for the option to retreat from combat and puts an emphasis on tactical ship speed.

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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.

Taqwus January 16th, 2001 06:51 PM

Re: New Strategy \"Hit and run\"
 
Agreed on the Max Range / Don't Get Hurt combo.

On Optimal Firing Range, a BB of mine (speed 6, effective fighting range 8) regularly gets thrashed by planets defended w/ Incinerator Beams (range 4-6, IIRC) because it gets too close and then crisped.

On MR/DGH, so far it behaves roughly as I would in the same situation, well, except for being more fidgety (there are turns in which my ships just *sit there* waiting when I'm controlling them; the computer seems a touch twitchy). Bye-bye planet.

Primarily use is exploiting speed+range combo; right now, OFR too often degenerates into "get into point-blank and let them shoot me even when I'm outnumbered, but faster".

On the value of speed -- for the heck of it, I sent one of my 11/6-speed BB-sized bombers against a small AI planet guarded by 18 DNs, all speed 6/3. I nailed the planet, plus one of the DNs, and escaped with my shields still up. Couldn't do that without the speed advantage, or, for that matter, probably with any of the strategic options. Crazy.

(And yes, I've suggested to Malfador that fleets defending planets should be more reluctant to stray far from them in combat just to avoid this very situation; it shouldn't have happened.)

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-- The thing that goes bump in the night

Commander G January 16th, 2001 07:40 PM

Re: New Strategy \"Hit and run\"
 
Maybe they should add 'Guard Planet' somewhere to the strategy to order ships to stay within closer range of the planet.

Also, how about breaking up Satelite Groups into individual Satelites and having half of theim in spread out orbits around the planet and half of them in spread out geo-synchronus orbits just to make it trickier for the attackers.


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