Re: Combat Initiative...
Crash:
Of course you can simply choose not to exploit holes in the AI. I do it all the time in SE4. It makes for a far better and enjoyable game.
But I think it is something that should be addressed at some point. If it cant be fixed, then missiles should be altered in some way IMO. Players shouldnt be forced to not use certain mainstream weapons if at all possible.
As far the combat initiative goes, this is EXTREMELY important in MP games IMO. Going first is a tremendous advantage to have all the time and it really unbalances the game IMO. And it would certainly help the AI if it was allowed to go first in combats from time to time and I'm all for adjustments that will help out the AI.
Barnacle Bill:
As stated earlier in the post, retreat from combat would cause alot of problems on the strategic level of the game. I agree that intuitively, ships should be able to retreat from combat, but within the current game system its a bad idea IMO.
Picture this situation: Enemy fleet moves into a system where you have 3 or 4 planets. You have a defense fleet orbiting the main planet. The enemy is in range to hit a couple of the planets on their next move. How do you defend? If you attack the fleet, they simply retreat and then stomp on whatever planets they like. If you take away their movement the next turn you either 1) simply delay the inevitable while they tie down your fleet into attacking them every turn or 2) retreat is STILL pointless as you are locked 'strategically'.
Sure, you can always choose to defend the warp points but then why bother having the rest of the system maps? Just have Warp points and planets as that is all that will ever matter. No battles will ever be fought in space as the weaker force will always retreat. IMO, there is no way to implement a retreat system that cant be exploited given the 'IGO-UGO' turn system. Maybe someone can come up with one, but I seriously doubt one that isnt ridiculously complicated can fill the role.
Thanx,
Talenn
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