quote:
Originally posted by Seawolf:
I don't know how to do the qoute format so bear with me.
I just figured that out recently myself. Click on the thing at the bottom of the message that says "quote".
quote:
Originally posted by Seawolf:
As far as the com channels what if it is your turn? I assume that an attacker would be allowed to retreat as well.
Sure, but the attacker is retreating using THIS turns MP's. That means if the attacker attacks using his Last MP for the turn he is stuck, but that is his choice as he is initiating the battle in the knowledge that he won't be able to retreat. As long as he saved a point for retreat, though, if he attacks and things don't go as he planned, he can still retreat. If he does, and that causes first contact, well it is his turn and his move created first contact, so what's the problem?
quote:
Originally posted by Seawolf:
for the borrowing of mp that just doesn't make any sense. Why stop at just next turns mp? why not make it 5 turns worth? Besides how would the computer keep track?
Because one is all it takes. The idea is to give the defender a retreat option. You don't need to go any farther than 1 turn to do that. Again, the attacker won't be using using next turn's points, but this turn's. If the attacker has enough MP this turn to catch the defender even if the defender retreats through his entire movement allowance, then the attacker is faster so he SHOULD catch the defender. Frankly, I've seen the same thing done in other games so I don't see the big deal.
quote:
Originally posted by Seawolf:
Besides how would the computer keep track?
Right now, all your units that have orders left over from Last turn move all on their own at the beginning of this turn, before you can do anything. You just add the information about how many MP's were used in retreating to the info about orders. "-3 MP" or some such at the top of the order que for the fleet or ship that retreated.
quote:
Originally posted by Seawolf:
The only difference with all the suggested retreat options and the how the game is currently is that your fleet ends up in a different position. Lets say you get hit by an enemy fleet. Unless there is a tech difference between the ships the fleet attacked can always retreat since they would have next turns moves avail. If the attacking fleet had more they will catch up eventually so the fight happens, just somewhere else.
No, the point is that the way the game is played now a ship that "in real life" could not be caught and engaged gets caught, engaged, and trapped in a corner. A fleet that has a weapons range advantage and at least parity in speed, which in real life would be able to destroy its shorter-armed opponent in a running battle without getting a scratch, gets trapped in a corner. If you are faster, and your fleet is small, you can run for 30 tactical turns and stay out of the corners. However, if you are just the same speed, not faster, or if you have a big fleet, as the game is now you can't stay out of enemy weapon range and turn fast enough to avoid getting trapped in the corner. In the game as it is now, even if you have the speed to avoid them, you still have to play out a tedious 30 tactical turns of running in a circle. In real life, there are no corners and you would just run in a straight line.
quote:
Originally posted by Seawolf:
And how can we code the AI to use this option? I see it as an another advantage for a human player over a AI race.
Figuring out how to code the AI to use the option is not that hard. In the latest Starfire rules, it is "hard-coded" that HUMAN players may have to attempt to retreat if the odds are bad enough, unless you are defending your homeworld. There is a roll modified by racial charactoristics that, if you don't make, you have to retreat because your ships have basically decided not to die for the cause. Ships that are not fast enough to disengage start rolling for for having to surrender.
quote:
Originally posted by Seawolf:
"Gee he blindsided me with a large fleet. Rather than lose ships I will run away, save them and come back with a bigger fleet."
Bingo! How do you think it works in real life? I guess somebody better explain to the British Army that they were supposed to have stood & fought to the Last man at Dunkirk instead of retreating across the channel and coming back 4 years later (at Normandy) with a bigger army.
quote:
Originally posted by Seawolf:
Also what if the fight is over a planet? Does the fleet attack the planet or leave it alone and go after the ships.
Potentially, both. If the defender can separately retreat just those portions of his force that are outside of weapons range and fast enough to stay that way, leaving the slow pokes to their fate, the attacker could finish off the slow pokes and then use his next strategic MP (if he has any left) to pursue the retreating force. This would be the defenders choice - try to save something or all go down together.