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February 2nd, 2001, 08:12 PM
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
[quote]Originally posted by Talenn:
[b]
If you want to get fancy, just add a 'movement point penalty when firing' to each hull type. That way it can be different for different sizes of ships. It would be possible to have Frigates, Destroyers etc capable of 'shoot and scoot' (make their 'penalty' 0 or 1) while large ships cant (penalty 3+). It could actually extend the usefulness of small hulls in this way.
I like this. Your right, it should help on both counts. I think Aaron would enjoy a "quick fix" until he has time later on to make more advanced fixes. You got my vote.
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February 2nd, 2001, 08:41 PM
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Sergeant
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
I would strongly prefer a "Steel Panthers" style opportunity fire system to this. There is no reason why a spacecraft would have to stop to fire.
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February 2nd, 2001, 08:50 PM
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
Barnacle Bill:
You are absolutely right from a realism point of view. But this is an abstraction, just like the rest of the tactical combat engine. There is no reason a ship could move in any direction it wants to without regard to inertia either, yet it's in the game...so one abstraction is demanded by another.
Also, like I mentioned, this is a 'quick fix'. It should require minimal coding and still addresses the concerns. Adding 'op fire' like in SP would lead to host of other issues, not the least of which is that (like in SP) you'd use 'useless ships' to draw enemy op fire and then kill them your 'real ships'. In a game like SE4, it could be heavily perverted due to the construction system...how difficult would it be to design a class of ships with nothing but shields/armor as 'op fire decoys' and then design mostly firepower ships to capitalize on it? This would lead to EXTREMELY silly tactics IMO, far outweighing any benefits that could be gained from the Op fire.
So, in summary, REALISM, has to go out the window every now and then to make the abstract game engine work. Its the same thing with the disengagement rules. Nope, it aint 'realistic' but the game does WORK with it.
Talenn
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February 2nd, 2001, 09:30 PM
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Corporal
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
quote:
If you want to get fancy, just add a 'movement point penalty when firing' to each hull type. That way it can be different for different sizes of ships. It would be possible to have Frigates, Destroyers etc capable of 'shoot and scoot' (make their 'penalty' 0 or 1) while large ships cant (penalty 3+). It could actually extend the usefulness of small hulls in this way
I too think that this is a great idea.
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February 2nd, 2001, 11:46 PM
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Lieutenant General
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
I agree with you guys. However, all this talk is useless unless you mail this to MM. Also, it would be nice if more of you mail MM about this so it gets their attention and put it on top of the list. Same thing goes about construction queues (the other topic on board) - Mephisto's mail may not be enough for MM to put it on top. And, IMHO these two things should be TOP priority, since they both cripple AI significantly.
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February 3rd, 2001, 12:32 AM
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Shrapnel Fanatic
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
I do like this idea a lot. The benifits far out weigh the drawbacks, and it prevents one sided tatical games. Very good idea.
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February 3rd, 2001, 01:03 AM
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Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'
This is actually quite similar to some other tactical games I've played where the attack itself costs the attacker movement points, which is basically what you're doing here. Good thinking.
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