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Old February 4th, 2001, 08:14 PM
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Default Re: Stale Tactical Combat?

On the UGOIO system --

One possible problem with telling ships whom to shoot before each phase: in SE4, ships and fighters (especially! 9 QE + Afterburners can mean a speed of 12/9!) can be very, very fast compared to weapon ranges. In many games, units move relatively slowly compared to range. In CM, which I've not played but it's my understanding that it has a phased system similar to what you propose, the setting -- WWII -- permits weapons, such as the 88mm cannon of a JagdTiger, that have a sufficient range and RoF compared to vehicle speed that this would be less of an issue, if one at all. In SE4, ships can be in an out of each others range very, very often.

Here, we'd definitely need a high degree of fire control independence, and that means a better tactical AI (for instance, it seems to be VERY rigid in its doctrine; hopelessly crippled ships flee uselessly rather than ram, for instance, and they follow orders regardless of their applicability (a fast carrier would probably launch its fighters against a fleet of slow PD ships, for instance, rather than flee for 30 turns); there is currently minimal situational analysis).

Incidentally, to avoid the Slugging Match, simply tweak Maximum Range to Max Range/Don't Get Hurt. And research propulsion/stellar harnessing, and get some decent beam weapons -- and watch your enemies follow, rather futilely, getting bLasted every turn.
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