View Single Post
  #38  
Old January 18th, 2001, 11:57 PM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: Simple, Reasonable Disengage/Retreat Rule

I must agree with the earlier comment that the game is a strategic level game with a tactical option to test your ships, similar to MOO2. Combat should not dominate it.

However, does anyone have any comments on my earlier suggestion? - reproduced as follows;

I do like the idea though of factoring in ship speeds and relative supply levels into a retreat system. I know it would involve a bit of code but the following might help;

Include a retreat order option. If selected by a player, the code looks at the relative average speed and supply differences of the attackers warships and defenders (retreating player)ships (all ships, not just warships) and modifies the combat round length with 20 turns being the base. The calculated number could be kept hidden to keep a bit of suspense ("damn when is this combat round going to end", says the retreating player).

I would suggest that there be a minimum combat round length and a maximum (most players who want to retreat are usually dead by turn 30, so theres not too much point going beyong this).
The base 20 combat rounds would also help reduce the oddity of a tiny ship with 1 or 2 missiles taking out decent sized planet in one combat round.
Thoughts?
Reply With Quote