Re: Malfador, Bring back retreat option from SEIII
Just a couple more notes.
* The idea that a really fast ship can't currently evade or get past a signifigantly slower ship is not true. Just set Don't Get Hurt as the movement tactic, and plot strategic movement that will take you past them after they fail to kill you in tactical. At least, assuming the AI for that movement tactic is smart enough to get out of corners - which I think it might be since I have seen it happen lately - if not then this is a problem that should be fairly easily fixable, although there could be exceptions. (e.g., ten slowish pursuit ships set to "don't get hurt", so they all go to different corners to stomp evading ships)
* Good point about the importance of AI movement tactics to support retreats well. In SE3 for instance, you can set an enemy strength ratio at which movement strategies are switched, for both offensive and defensive situations (in turn-based play), so you can have a strat that will fight until it gets overwhelmed, and then retreat.
PvK
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