quote:
Originally posted by Seawolf:
Ok,
To all those guys who want to do a massive revamp of tactical combat here are some things to consider that are a MAJOR roadblock (IMHO)
1) Use of supplies while retreating. Can someone explain to me how a ship that has enough supplies to travel MONTHS! (as each game turn is a month) can use them up in 1 turn retreating from combat? If you running you are just using fuel and since in space you just get up to a speed and "coast" even that consumption isn't that much.
2) if stratigic movement (SM) is used to retreat they you need to keep track of how many SM's each fleet had before combat so that they don't go over their max amount. Which would allow that a ship that has faster engines still getting caught if they have less SM.
3) If you allow for unlimited SM after retreating then the ratio of movement between ships is all off. ( Hurm if I attack his fleet and retreat I can get to that wormhole this turn rather than next turn)
4) Which way does a fleet retreat too?
5) I could lead to never ending combats, my fleet runs, they follow, they run into another one of my fleets they run etc.
6) Turn rates?! I suggest if you want that level of detail play Star fleet battles.
7) The more factors you put into the game, the level of coding increases geometricly. Maybe a better solution would be to design an add-on program that we could use to play tactical combat and then have the results put back in to SE IV.
This is a empire high level kinda game. I think that the fact you can play with tactical combat is a great option and I love it! But to make this the focus of the game I think is a mistake.
As always this is IMHO.
1) Haven't you noticed that going 7 sectors in a turn takes more fuel than going 3? So clearly they aren't using "get up to a speed and coast" engines. Sci-fi junkies know very well that space empires can't depend on 20th century, action-reaction engines. The amount of fuel that you'd have to carry is outrageous. Instead, you have to warp space or some wild idea like that. For such engines, it's not silly to propose that running at top speed uses fuel much faster than normal cruising.
2)& 3) I hadn't originally proposed using SM points to retreat. Just comparing max SM to max SM, in order to find relative top speeds. But you bring up a good point: a fleet with only 5 SM left out of 8 maybe shouldn't be allowed to outrun a fleet with 6 left out of 6. This might be the solution to the worries that people have about never being able to force a fast fleet into a decisive battle. If an attacker has SM=7 and defender only has SM=6, then the attacker would always use up at least 1 SM moving onto the defender, so now their remaining SM is tied (assuming the defender didn't move).
4) A retreating attacker moves back in a straight line in the direction he came from. A retreating defender moves in the direction opposite to the attacker's incoming direction. This allows the attacker to set the line of retreat. If the opponent gives chase, both fleets get moved. If the chaser catches the retreater, then combat takes place in the appropriate sector. This rule prevents an attacker from using retreats to get past a defender. Combine this with a rule that one can't retreat through a wormhole (because you have to use wormhole engines or something). So a slow fleet could pin a fast one up against a wormhole and force a battle. One wierd artifact is that you could also pin the enemy up against the system edge. Although that's another nice way to force a combat, it is just the kind of artificial boundary that we don't like in combat. However, we could come up with some sort of reasonable explanation for this much more easily than for combat. (Examples: you'd run into the Kuiper belt, you'd be too far from the star to use your gravitic engines, you'd run into the interstellar microwormholes, etc.)
5) I don't think that's likely to happen, unless the players are really stupid.
6) Just for the record, I never suggested that. It's a cool idea but probably beyond the scope of SEIV.
7) I really think that my retreat suggestion would not require much extra code. Your suggestion is also a good one: put in an option to have the tactical results entered manually. This has been suggested before, with regard to ground combat, and I think it is excellent.
I agree that MM shouldn't concentrate on the tactical too much. However, allowing retreats as I have suggested is meant to improve the _strategic_ part of the game. Also, trade and diplomacy are not very good at this point, and it is hard to win with just intel ops, so the combat part is most of the game.
Consider the following: Player A creates a warp point into B's system. He brings his 10-ship fleet through, intent on destroying colonies. But B has a 15-ship fleet nearby in that system (guarding a stable warp point). Under current rules, it wouldn't do A any good to split up his fleet, because B would just destroy them one after another using his whole fleet. But with my retreat rules, A can set B a strategic puzzle by breaking up his fleet. Should B keep his fleet together and maul most of A's ships while allowing some of them to attack his colony? Should B split up his fleet as well and try to take out all of A's ships? Or should B fall back on his colony(colonies)? That is all _strategy_.
Or consider if B has two 5-ship fleets, and they use all their MP to join up into a 10-ship fleet close to A's fleet. Player A attacks, thinking he can take them on, but once he sees them, he wishes he could retreat. Under the current system, he's dead. Under my suggested retreat rules, he's got a chance of running back to his wormhole. That is more realistic and improves the _strategic_ play of the game.
The only problem I see with my suggestion is that it creates more decisions for the AI to make.