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  #1  
Old November 23rd, 2006, 04:35 PM
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Default SEV combat retreat radius is too small

A fleeing ship with a speed of 2 movement points LESS than the attacking ships can retreat in a straight "run for the border". It may get hit a couple of times just before it retreats, but it can retreat if it has some shielding and armor. The radius should be set such that only ships with > or = the speed of the attacking ship can retreat.
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Old November 23rd, 2006, 10:26 PM
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Default Re: SEV combat retreat radius is too small

A radius of 2000 or 2500 should be sufficient.
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Old December 6th, 2006, 09:02 PM
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Default Re: SEV combat retreat radius is too small

Is the retreat radius set in the settings.txt file? Is it the combat area setting? Or is there a seperate retreat radius setting?
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Old December 6th, 2006, 09:18 PM
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Default Re: SEV combat retreat radius is too small

It's in settings.txt...
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Old December 6th, 2006, 09:58 PM
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Default Re: SEV combat retreat radius is too small

Should be a formula based on the fastest ships' speed on all sides.
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Old December 6th, 2006, 10:12 PM

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Default Re: SEV combat retreat radius is too small

From what I've understood it's not so much that they retreat but they flee. If they get to the border then combat can continue the following turn in the next hex of the system map. This portrays the distance traveled during the flee as it relates to sector and system distances. This way is more appropriate, is it not?
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Old December 6th, 2006, 10:50 PM
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Default Re: SEV combat retreat radius is too small

Is it labeled retreat radius? I guess its just the Space Combat Map Radius...its the only thing I can find that has combat and radius.
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Old December 7th, 2006, 01:16 AM
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Default Re: SEV combat retreat radius is too small

That's the one.
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Old December 7th, 2006, 01:25 AM
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Default Re: SEV combat retreat radius is too small

Ok thanks...
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Old December 7th, 2006, 12:18 PM
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Default Re: SEV combat retreat radius is too small

Quote:
Wade said:
From what I've understood it's not so much that they retreat but they flee. If they get to the border then combat can continue the following turn in the next hex of the system map. This portrays the distance traveled during the flee as it relates to sector and system distances. This way is more appropriate, is it not?
Yes, in a way it is more realistic, but becuase the ships move to the next hex in the system and your ships don't, when you engage them in the next hex your ships are the same distance they were in the first. The enemy ships are then able to flee once again becuase of that head start.

Maybe they could make it so that the game remebers how close you were to the enemy ships when combat ended, so that if you immediately chase them into the next hex you will be closer to them starting out.
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