Re: SE5, Tell Aaron what\'s on your Wish List
In simultaneous movement, ships with seek after orders should anticipate their target's movement when they're moving on the same day. It's completely absurd how much easier it is to evade a pursuing fleet in SEIV if you happen to be moving at exactly the same speed. It's also ridiculous that two fleets can both be trying to engage each other in combat, and end up repeatedly passing each other and exchanging position through the whole turn without starting combat even once. In the case of a loop of seek after orders with all ships moving at once and no ship's course being independent of the target's movement, one force could be picked randomly to not anticipate the target.
It would also be nice if seek after orders could be issued targeting your own ships. This would be useful for sending reinforcements to a fleet, especially if the fleet being reinforced is seeking after an enemy, making it impossible to anticipate where the reinforcements should go without risking them fighting the enemy force before joining the main fleet.
A "wait" order would be nice to have. Sometimes I want a fleet to wait for reinforcements to arrive and then proceed to attack in the same turn. As it is, the only way to accomplish this is to have the fleet waste some of its movement going back and forth. If the meeting point happens to be a warp point on a hostile border, this has a chance of making you lose the warp point defender's advantage if the enemy attacks that turn.
If a ship is seeking after another ship, and the target ship goes through a warp point to a system you don't have an observer in, the seeking ship should head to the warp point and go through it rather than just stopping.
There should be some way of setting guidelines for whether a fleet should go out of its way to avoid an unexpected enemy presence in its path. If a 100 DN fleet is chasing another fleet and a lone LC gets in the way, the huge fleet should destroy the brave, foolish light cruiser rather than falling behind in the chase to go around.
Conditional orders should be possible (e.g. "destroy that new battleship, but only if it leaves the protection of the minefield").
Orders should be editable without reentering the entire sequence.
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