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Attack/Intercept Less Than Effective
I've noticed that using the Intercept/Attack command on an incoming enemy ship in a simultaneous is usually not very effective.
Without fail, my ships find themselves head to head with the enemy, and then in a crazy twist, they pass eachother without fighting. Then, of course, my ships are now behind the enemies and must chase them. Losing worlds this way is rather painful. I do not inderstand why the program does not take this into account and start a combat. It's almost comical to think about. I believe that it makes the Attack command fairly useless, unless you have more move and are chasing them from behind. Has anyone else noticed this? Aristoi |
Re: Attack/Intercept Less Than Effective
That generaly sums up why YOU must control your ships in battle. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
------------------ New Age Ship Yards "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan Trek Movie era TOS Illuminati Starwolf Rogue Fleet SS Tutorial |
Re: Attack/Intercept Less Than Effective
I keep asking to be taken to my flagship for glorious combat, but my ministers keep saying "the people need you, Emperor" or "it's not safe, Emperor" and I always seem to end up in a staff meeting instead!
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Re: Attack/Intercept Less Than Effective
At least your people love you.......... Mine are always willing to send me out into combat. (Play Wave 1) At first, I thought it was because they valued my military mind, but now, after reading your post, I will have to execute many of my senior staff, and dellage many of the military tasks to trusted AI Ministers. Now, my empire will grow...........[Play Wave 2]
OOOPS, I mean, Play wave 3.) ------------------ New Age Ship Yards "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan Trek Movie era TOS Illuminati Starwolf Rogue Fleet SS Tutorial |
Re: Attack/Intercept Less Than Effective
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Aristoi:
I've noticed that using the Intercept/Attack command on an incoming enemy ship in a simultaneous is usually not very effective. Without fail, my ships find themselves head to head with the enemy, and then in a crazy twist, they pass eachother without fighting. Then, of course, my ships are now behind the enemies and must chase them. Losing worlds this way is rather painful. I do not inderstand why the program does not take this into account and start a combat. Aristoi<HR></BLOCKQUOTE> Each turn is divided into thirty pulses and combat takes place only on certain pulses, I don't remember exactly which ones, something like every 5th or 7th pulse. Therefore if enemies share the same sector but one of them leaves before the combat-eligible pulse, no combat will take place. If the interceptee ships are slow, then combat is quite likely because they probably won't get a chance to move away before the combat pulse. The faster their movement, the more likely they'll move away before the combat pulse. [This message has been edited by Slaughtermeyer (edited 13 November 2001).] |
Re: Attack/Intercept Less Than Effective
I lost a MAJOR battle because of this exact thing recently. By the time my ships caught up to them, we had entered the sector from the same side so our ships started fairly close to each other. We had so many ships (combined I think it was about 90) that most of them started at point blank range. Well, his Alliegence Subverters made a mess of things.
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