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  #1  
Old September 21st, 2001, 11:23 PM
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Default Re: IMPORTANT fixes, take 2

quote:
If simultaneous movement is harder to resolve than simultaneous firing, another option would be to have 3 overall phases: 1) Combat before Movement, 2) Movement of ships in random order, 3) Combat after Movememnt for ships that did not fire in step 1.

Make #3, "Combat after Movemement for ships with weapons that did not fire in step 1."
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  #2  
Old September 22nd, 2001, 02:58 AM
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Default Re: IMPORTANT fixes, take 2

Satellites:

I wish MM would fix the positions of Sats in TacCom.
All Sats are in one field - it s easy to outmanouver them and attack the planet without the Sats can shoot at you.

I would be fine if the number of Sats are evenly splitted and put around the planet.

Then there is also no need to increase the range of Sats to strengthen the defense ones and if they can shoot at your ships not all of them can fire at one time.
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  #3  
Old September 22nd, 2001, 02:59 AM
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Default Re: IMPORTANT fixes, take 2

Satellites:

I wish MM would fix the positions of Sats in TacCom.
All Sats are in one field - it s easy to outmanouver them and attack the planet without the Sats can shoot at you.

I would be fine if the number of Sats are evenly splitted and put around the planet.

Then there is also no need to increase the range of Sats to strengthen the defense ones and if they can shoot at your ships not all of them can fire at one time.
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  #4  
Old September 22nd, 2001, 04:41 AM
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Default Re: IMPORTANT fixes, take 2

I could live with random ship-based initiative. It still feels pretty odd for an entire armada to act before the other one, since I always played MOO2 with ship initiative on...

On satellites... maybe if they got a combat movement of 1. That's not fast enough for them to chase ships around, usually... so it might not be that much of a problem. A better hack would be a free movement point between two squares adjacent to a planet or moon, which would require a weird bit of hardcoding.

One fix that would be nice, at least for those of us who aren't always genocidal conquerors, would be AIs that are more amenable to accepting gifts and clearly beneficial treaty upgrades (for instance, I'm not quite sure why an AI that's currently subjugated would refuse a trade treaty...).

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Old September 22nd, 2001, 06:17 AM

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Default Re: IMPORTANT fixes, take 2

I agree Taqwus all the way,It still feels pretty odd for an entire armada to act before the other one.Maybe a idea like, maybe a componet say like overtruster or somthing, would give intiative to a single ships, and increase teck in this for more. This would make it more realistic?. A commit On satellites... maybe if they got a combat movement of 1. Reply; Sounds good, how about sats that move 1, but only around a object like planets moons etc.

[This message has been edited by HEMAN (edited 22 September 2001).]
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  #6  
Old September 22nd, 2001, 08:14 PM

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Default Re: IMPORTANT fixes, take 2

OR just place the sat's on top of the planet.

That way they can act from what ever direction the enemy is coming.

For movement.

I have no suggestions.

From a pbem perspective combat is flawed anyways.
I like the initive idea.
based on more than shipmovement.

Should be experience, surprise, location etc...
Kind of like the AD&D system or something
1 determine if any one is surprised first then figure out what bonus each gets based on this calculation then do the rest of the calculations.

Then do 2 every turn until the end of battle.

Or something like that.

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  #7  
Old September 23rd, 2001, 01:55 AM

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Default Re: IMPORTANT fixes, take 2

To make things even more complex :-)
Why not add a ship readiness state like Starfire. Ships at general quarters cost a lot more to maintain than ships at lower readiness states but their reaction to enemy ships will be faster. You can have that vast fleet you wanted, but if they go into combat your economy collapses....... :-)

On warp point assaults: The ships coming through will know they're going to go into combat, the ships + stations defending don't know they're about to enter combat, so unless there's a technobabble explaination why a warping ship shouldn't fire first, the attacker should always have the initiative.
In a planetary assault or fleet engagement, both sides can see each other from a fair distance so initiative could be randomised.

Sats are automated systems, so maybe they should always get initiative. Either allowing them movement or evenly distributing them in 4 Groups at the squares adjacent to the planet/WP pictures corners would allow for them to be useful?
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