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October 22nd, 2006, 05:13 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: Max RunAway range proposal
What would be the point? Getting even farther out of weapon range can only help, especially if the enemy is, say, able to launch fighters..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 23rd, 2006, 02:41 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: Max RunAway range proposal
Scenario where that is not true:
AI ships guarding a warp point, and my mine layer jumps through. After they kill the mine layer, they are then stuck on Run-Away forever. Every turn they get further and further away from the mines. So now I can easily stroll right through their warp point, because their guardians are a bajillion minutes away. This applies to most guard duty scenarios; Ships in orbit, ships guarding a space station or mining facility, or escourting a civilian vessel.
It's also a problem whenever there's a speed difference in ships within the sector. They become separated and can be brought down individually later on.
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October 23rd, 2006, 08:00 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: Max RunAway range proposal
I'd like to see some sort of 'Reset to original postitions after combat' feature.
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October 23rd, 2006, 04:02 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Max RunAway range proposal
The flee-as-a-group setting needs to be enforced a little better I think. Stay together unless the enemy is almost in weapons range, then ditch the slowest members.
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October 23rd, 2006, 05:20 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: Max RunAway range proposal
Setting a desired range would be a good addition.
We have "Max Weapon Range", "Optimal", "Short", "Point Blank".
I'de like to also have the option to set something similar to optimal that is "Outside Enemy Weapons" by some amount. For instance, "Enemy Weapon Range" + 25 units.
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October 23rd, 2006, 08:27 PM
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Captain
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Join Date: Sep 2000
Location: USA
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Re: Max RunAway range proposal
Quote:
Suicide Junkie said:
The flee-as-a-group setting needs to be enforced a little better I think. Stay together unless the enemy is almost in weapons range, then ditch the slowest members.
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You don't like being forced to role-play the Marines (or is that the Green Berets)? "We never leave a ship behind!!" 
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Give me a scenario editor, or give me death! Pretty please???
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