.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Retreat Option (http://forum.shrapnelgames.com/showthread.php?t=2560)

Admiral Grover March 31st, 2001 12:07 AM

Retreat Option
 
I don't know about anyone else, but I would really like to see a retreat option for the tactical combat as it was in SE3, except for one small change......Interdictors.


I think it would add a whole new element of strategy to the game if there was an interdictor component which prevented ships from retreating from combat (much like Interdictor Cruisers from Star Wars). It could be a component needing both Engines 10 and some level of Stellar Manipulation, and would be about the same size and cost of a warp point opener.

Reguards

------------------
Admiral Grover
-------------------
"There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarrely inexeplicable.
There is another theory which states that this has already happened."
- Hitch Hiker's Guide to the Galaxy - Douglas Adams

CaptSpoogy March 31st, 2001 12:13 AM

Re: Retreat Option
 
I think the combat needs the retreat option too...and adding the interdictor would add some more pesazz to combat as well!

Oggy ben Doggy March 31st, 2001 02:21 AM

Re: Retreat Option
 
It would be real cool if you could go through the warp point, if combat took place at one.

Deathstalker March 31st, 2001 02:27 AM

Re: Retreat Option
 
I have been asking for a retreat option from the beginning. My own idea is that you can retreat only if you have remaining movement points in the main starmap. And only in the opposite direction as some would use this option to avoid wormhole blockade fleets and attack home planets etc. It should be easy to do, even on someone elses turn(ie, auto retreat movement), and say a 1 turn delay during tac combat for parting shots at the retreating enemy.

------------------
"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.

God Emperor March 31st, 2001 03:22 AM

Re: Retreat Option
 
I suspect that the simplest option would be to just reduce the length of a combat round to say 20 turns. Sides that want to run can do so immediately from the start and if they are not at a speed disadvantage, they should only sustain a few rounds of fire in the corner.
The combat length setting is in the Settings.txt file by the way.

I have tried this (not in current patch though) and it does really encourage you to use fast ships - fleets tend to end up with more battlecruisers than dreadnoughts as a result.

Interception becomes interesting as you want to engage the enemy with a couple of movement points spare so that you can initiate several combats in the same square in order to damage enemy ships to the point that you can catch them in subsequent combats.

Give it a try and see what you think....

Suicide Junkie March 31st, 2001 03:55 AM

Re: Retreat Option
 
How about a wrap-around map? Then one-on-one, you can try to outrun the enemy. But if the're serious, they can get a fleet and trap you somewhere by splitting up the fleet.

Would need combat AI work, though http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

Marty Ward March 31st, 2001 04:33 AM

Re: Retreat Option
 
If the battle map was unlimited in size or like SJ proposed then if you wanted to retreat/withdraw then you could, but why would you want to retreat?
How would the retreat rules work in tactical combat?

capnq April 1st, 2001 06:22 AM

Re: Retreat Option
 
The thought of the technobabble needed to justify the physics of space-time that a wrap-around tactical or strategic combat map would imply makes my head spin.

OTOH, some kind of wrap-around on the galactic map would be easier to justify. There isn't any reason that the map of warp connections needs to correspond to the locations of stars in physical space.

------------------
Cap'n Q

Sinapus April 1st, 2001 06:58 AM

Re: Retreat Option
 
It would be nice if you could set a 'group move' for multiple ships/fleets in different sectors so they all arrive at the same target sector simultaneously from different directions. Then I might not mind the retreat option being added in.

http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

I don't know if this is possible in simultaneous games since I don't play that type of game.

Can you now initiate attacks while cloaked? If so, it would also be nice if your start point was much closer than it normally is. Like with in ten squares.

Will April 1st, 2001 07:08 AM

Re: Retreat Option
 
I personally don't miss the retreat option. I always found it annoying when I went into combat and the opposition had one more combat movement point than me. I would have to break up the fleet, surround the ship in the system map, then send in a kill ship...

If people don't want their colonizers to be killed, why don't you send an escort (role, not ship) along with it every time you send one outside your "control area".

Always: Scout, Secure, Colonize, Reinforce, Build, Scout, Secure... on and on.


To initiate attacks while cloaked, you need to make sure the victim can see you. So, decloak and recloak when you're finished (or you could make a satellite with sensors, deploy it in system, give it to the victim, then attack... might want to destroy the satellite afterwards http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ).


All times are GMT -4. The time now is 10:11 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.