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  #1  
Old March 31st, 2001, 04:33 AM

Marty Ward Marty Ward is offline
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Default Re: Retreat Option

If the battle map was unlimited in size or like SJ proposed then if you wanted to retreat/withdraw then you could, but why would you want to retreat?
How would the retreat rules work in tactical combat?
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  #2  
Old April 1st, 2001, 06:22 AM
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Default Re: Retreat Option

The thought of the technobabble needed to justify the physics of space-time that a wrap-around tactical or strategic combat map would imply makes my head spin.

OTOH, some kind of wrap-around on the galactic map would be easier to justify. There isn't any reason that the map of warp connections needs to correspond to the locations of stars in physical space.

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Old April 1st, 2001, 06:58 AM

Sinapus Sinapus is offline
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Default Re: Retreat Option

It would be nice if you could set a 'group move' for multiple ships/fleets in different sectors so they all arrive at the same target sector simultaneously from different directions. Then I might not mind the retreat option being added in.



I don't know if this is possible in simultaneous games since I don't play that type of game.

Can you now initiate attacks while cloaked? If so, it would also be nice if your start point was much closer than it normally is. Like with in ten squares.
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Old April 1st, 2001, 07:08 AM
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Default Re: Retreat Option

I personally don't miss the retreat option. I always found it annoying when I went into combat and the opposition had one more combat movement point than me. I would have to break up the fleet, surround the ship in the system map, then send in a kill ship...

If people don't want their colonizers to be killed, why don't you send an escort (role, not ship) along with it every time you send one outside your "control area".

Always: Scout, Secure, Colonize, Reinforce, Build, Scout, Secure... on and on.


To initiate attacks while cloaked, you need to make sure the victim can see you. So, decloak and recloak when you're finished (or you could make a satellite with sensors, deploy it in system, give it to the victim, then attack... might want to destroy the satellite afterwards ).
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Old April 1st, 2001, 07:36 AM

Sinapus Sinapus is offline
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Default Re: Retreat Option

quote:
Originally posted by Will:
To initiate attacks while cloaked, you need to make sure the victim can see you. So, decloak and recloak when you're finished (or you could make a satellite with sensors, deploy it in system, give it to the victim, then attack... might want to destroy the satellite afterwards ).


Yes, that's how I usually attack with cloaked ships now. What I was getting at was to be able to simply go to the same sector as the target, click the attack button and have combat initiate. As in you just decloaked within firing range of an enemy. Using the usual method, the game treats it as if you were making an attack with an uncloaked vessel and you are too far apart.
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Old April 1st, 2001, 09:28 AM

Admiral Grover Admiral Grover is offline
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Default Re: Retreat Option

quote:
Originally posted by Will:
I personally don't miss the retreat option. I always found it annoying when I went into combat and the opposition had one more combat movement point than me. I would have to break up the fleet, surround the ship in the system map, then send in a kill ship...


I do agree there, but with my own fleets, if i am attacking, and I happen to be taking a lot of losses, then it would be nice to pull back and rebuild.

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  #7  
Old April 2nd, 2001, 01:12 AM

Trachmyr Trachmyr is offline
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Default Re: Retreat Option

Actually an idea just occured to me! Why not allow a map with no borders, and simply increase the effectiveness of TRACTOR BEAMS. Also the fleets should deffinately start closer to make interception more possible.

As for the cloaking, I would love to see cloaked ships start off CLOSE to the enemy (like with worm holes), and get one free round (like Birth of the Federation).

Just my thoughts
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