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Old August 11th, 2004, 01:08 PM

Mark the Merciful
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Default Re: SE5 - Strategies

The idea for a script engine for the Strategies is cool, but - apart from sounding like a lot of work for MM, I can't help thinking that non-programmers are going to feel very disadvantaged when dealing with combat.

I think that the current interface - pick-lists and check-boxes - is as complicated as it should get in a game. Additions/improvements I'd like to see might include:

1) SubGroups within fleets - as suggested above.

2) Ability to defend or attack objectives (bases, planets, warp-points). Additional movement options might include move towards/away from/maintian x range from planet/base/warp-point.

3) More sophisticated ways of controlling the range. As far as I can see in SEIV, ships will either fire then move, or move then fire, and will always move their maximum allowance. This means that a ship that's theoretically trying to maintain maximum range will generally overshoot the range boundary. This tends to scatter fleets very quickly, and allow ships with both speed and range advantages to still get themselves killed. It would be good if ships could slow down or fire in the middle of a move in order to manage the range better, and movement options like maintain range x might be interesting. (But if the combat engine is very different this may all be irrelevant anyway).

4) The possibility of retreating or breaking contact. (How about, if a ship/fleet with "break contact" orders manages to increase the range from the nearest enemy every round for ten combat rounds, then it successfully breaks contact and moves to a neighbouring sector)

5) Movement options based on friendly ships (or at least friendly leader ships). e.g. move away from/towards/maintain range x from leader.

Can't think of anything else for now.

Mark
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