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November 22nd, 2006, 12:51 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Fleets & Task Forces are way broken
Ok, I can set Core, Escort and Picket designations so there must be a way to designate the Leader, right? Tell me I can set the Leader somehow and I'm just not seeing it. Please tell me that there is a way to do this and I'm not looking at another UI debacle. Sorry for sounding negative, but I'm expecting that there is no way to do this.
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Slick.
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November 22nd, 2006, 01:16 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Fleet & Task Force (L)eaders
I assume you mean in game as apposed to modding?
Having not really looked at it lately, I would assume that whatever is the first ship added would probably be the leader...
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November 22nd, 2006, 08:45 AM
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Colonel
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Join Date: Jan 2001
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Re: Fleet & Task Force (L)eaders
Anybody knows what is the difference in action/movement of ships designated as core/escort/picket?
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November 22nd, 2006, 09:49 AM
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Private
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Join Date: Oct 2006
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Re: Fleet & Task Force (L)eaders
Slick: I have tried to determine the Task Force leader with no luck. Even if you remove all ships from the task force except for the single ship you'd like to be leader, I found when re-added they retake the same positions in the task force as before they were deleted. I got the impression that maybe the first ever ship added to the task force determines the leader... if so then maybe deleting the task force and recreating it may help, if you add the intended leader in first and your left button holds out for all the clicking required!
Q: I've experimented quite a bit so far, and I believe that Core, Picket and Escort merely influence the positions within a task force formation, and have no bearing on engagement behaviour - they just all follow the Task Force strategy and more or less stay in that position unless that tactic includes "Break Formation Immediately".
In general I have much less success with formations compared to breaking formation. While in formation the edge ships obsess over maintaining the shape of the ranks while the front craft get hammered by the enemy; when the formation is broken your starting formation degenerated into a big clump of ships that while is as ugly as hell, concentrates so much more firepower on the enemy at any given time. I hear adjusting the tightness of ships within a Task Force formations is possible, and without doubt the introduction of area-effect weapon types would quickly deter people from clumping their ships together like that.
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November 22nd, 2006, 12:08 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Fleet & Task Force (L)eaders
Incredible. The whole point of a task force is to stay in formation with the leader (if not breaking formation). At first glance, it would seem to be a good strategy to put non-combatant ships in a separate task force and designate them as Core ships and add some tough hombres assigned to Escort duty - with the task force having the strategy of "Don't Get Hurt" or some custom non-combat strategy. But you can't specify the leader; *you can't even tell who he is*. The Leader is probably one of the Core ships, probably the first one listed, but who knows.
What the UI needs is an in-game Formation/Task Force interactive placement screen. Drag & Drop ships (or Task Forces) as desired for formation, then designate Leader, Core, Escort or Picket. It would also be nice to save these formations for use in the same or other games.
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Slick.
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November 22nd, 2006, 12:23 PM
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Private
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Join Date: Oct 2006
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Re: Fleet & Task Force (L)eaders
Yes, this is one area where a UI upgrade would make so much difference.
Another frustration here: the AI players rarely if ever create fleets. So they generally attack with the clump of ships I mentioned above. This means if you experiment with formations you will be punished by coming off worse in those fights!!!
Having said that - it has been mentioned that UI upgrades are likely to be worked on at some point in the future, albeit at a lower priority than game killer bugs or AI improvements. That's fair enough, and we'll just have to cope with these niggles for the time being.
The combat simulator has brilliant potential though! It'll be far better in the long run that it has been vastly improved from 4, but currently has some quirks. It wasn't practical or enjoyable to watch combats in SEIV, which for me detracted from the fun a lot compared to the memories of Orion 2 (despite its simplicity). Being able to watch the combats play out in front of you makes researching all those ship technologies worthwhile!
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