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June 12th, 2001, 05:44 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Turn order in Strategic Combat
How about individual ship initiative, taking into account +hit bonus (which includes hull type, sensors, racial attributes, experience, and other modifiers), plus perhaps a modifier for traversing a warp point (perhaps a bonus to the defender), plus a random factor?
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June 12th, 2001, 08:18 PM
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Brigadier General
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Re: Turn order in Strategic Combat
I disagree with the part about warp points. When you go thru one you never know what is on the other side. therefore when you go thru and the other player has defenses set up on warp point it only makes sense that he would get lst shot. That's why you should send in scout see what defenses and their strenght before you send thru your fleet. This forces you to reorganize your fleets to meet and defeat his defenses. As for reg combat in systems, I always notice that it doesn't matter who fires first, its who moves into range lst. Therefore who comes in range lst, fires first. I would suggest you use tactical at least for large or important battles that way you could move so you always would get the lst shot.
just some ideas mac
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just some ideas Mac
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June 12th, 2001, 08:28 PM
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Corporal
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Join Date: Dec 2000
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Re: Turn order in Strategic Combat
You can't use tatical combat in simultaneous games.
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June 13th, 2001, 12:02 AM
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Lieutenant Colonel
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Re: Turn order in Strategic Combat
Not to mention the fact that it's a multiplayer, so still no TC.
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June 13th, 2001, 03:41 AM
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Private
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Re: Turn order in Strategic Combat
This is really bad news. It means that all those fire once every 3-4 turn shield/armor skipping weapons will rip the guts out of your ships if you both start in close proximity as usuall at a warp point.
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June 13th, 2001, 05:45 AM
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Private
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Re: Turn order in Strategic Combat
I think that's what Brainsucker's so annoyed about.
So, it begs the question, how to work around this?
a possible solution would be to open my own warp point and scoot thru before the other side could react.
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June 13th, 2001, 07:07 AM
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Re: Turn order in Strategic Combat
That reminds me that it would probably be wise for me to have warp point opener and closer components on one of the several starbases at my 27 warp points. Slam the door in the face of enemy fleets until reinforcements arrive. Maybe they would also run out of gas dithering after I slammed the door in their faces!
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