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June 8th, 2001, 02:06 AM
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Second Lieutenant
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
quote: Originally posted by geoschmo:
Carriers need a "Stay out of range of enemy weapons" strategy. That shouldn't be too difficult to code. Instead of running for the hills, it would just stay a couple squares outside the longest range weapon an enemy has available. It could loiter there launching fighters, and then retreat if an enemy approaches it.
Geo
A good idea, but the ship would have to stay out of range of not only the longest ranged weapon the enemy has but also the combat move of the ship with that weapon. Otherwise said enemy ship could move towards your ship and still be able to shoot at it.
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June 8th, 2001, 02:52 AM
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National Security Advisor
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
True. And there are other ways it could be damaged. By being outflanked etc. But I think it would be an acceptable risk if it would allow the carrier to launch its fighters in a more concentrated manner.
Especially since fighters in SEIV don't die if the carrier does. They would be stranded in that system, but they could be used as raiders until another carrier could pick them up.
Geo
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June 8th, 2001, 04:15 PM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
In some of my games I've added a new strategy for carriers called "Fighter Support"; I think I use Maximum Range for primary move and Optimal Range for secondary move. I only use Don't Get Hurt for unarmed ships and ships designed for support roles.
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June 8th, 2001, 08:03 PM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
Right, but unless the carriers actually have weapons, they still run for the corners with maximum weapons range as a strategy. At least they did in all the sims I ran.
I want a strategy that I can use that won't require me to put weapons on my carriers. That would require a code change.
Geo
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June 9th, 2001, 03:38 PM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
quote: I want a strategy that I can use that won't require me to put weapons on my carriers.
<shrug>Different play styles. I'll routinely put at least one weapon on anything that I can fit them on. I think the only class I've never armed is Colony Ships.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 9th, 2001, 06:27 PM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
My main problem with putting a weapoon on a carrier and giving it a maximum weapons range tactic is taht if I am facign an opponent with longer range weapons than my own, I am virually gauranteeing that my carrier is going to take damage during the battle. The only way it's not is if my fighters can finish the enemy off before the carrier get into range, or if I put enough shields on it to protect it for a few rounds.
With a strategy that is based on the range of my opponents weapons, I at least have a better chance of getting out of the battle unharmed.
Of course I could put a single CSM and a few PDC's on the carrier. Set the CSM to target nearest, and the PDC's to only target seekers aimed at own ship. That would probably keep me out of range of anything but another seeker, and the PDC's would take care of those. But all that takes up room I could use for more fighters.
Geo
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June 11th, 2001, 10:21 AM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
QUOTE:
...taht if I am facign an opponent with longer range weapons than my own, I am virually gauranteeing that my carrier is going to take damage during the battle
/QUOTE
Well, mod a new weapon like the one I described a few Posts down and give it a range greater than any other weapon. Have different tech levels if you like, with different ranges, so you can use shorter range in the early game and longer range later on.
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