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Old November 13th, 2001, 10:22 AM
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Slaughtermeyer Slaughtermeyer is offline
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Default Re: Attack/Intercept Less Than Effective

quote:
Originally posted by Aristoi:
I've noticed that using the Intercept/Attack command on an incoming enemy ship in a simultaneous is usually not very effective.

Without fail, my ships find themselves head to head with the enemy, and then in a crazy twist, they pass eachother without fighting. Then, of course, my ships are now behind the enemies and must chase them.

Losing worlds this way is rather painful. I do not inderstand why the program does not take this into account and start a combat.

Aristoi



Each turn is divided into thirty pulses and combat takes place only on certain pulses, I don't remember exactly which ones, something like every 5th or 7th pulse. Therefore if enemies share the same sector but one of them leaves before the combat-eligible pulse, no combat will take place. If the interceptee ships are slow, then combat is quite likely because they probably won't get a chance to move away before the combat pulse. The faster their movement, the more likely they'll move away before the combat pulse.


[This message has been edited by Slaughtermeyer (edited 13 November 2001).]
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Old November 13th, 2001, 11:23 AM

bearclaw bearclaw is offline
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Default Re: Attack/Intercept Less Than Effective

I lost a MAJOR battle because of this exact thing recently. By the time my ships caught up to them, we had entered the sector from the same side so our ships started fairly close to each other. We had so many ships (combined I think it was about 90) that most of them started at point blank range. Well, his Alliegence Subverters made a mess of things.

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