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September 22nd, 2001, 04:41 AM
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Major General
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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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September 22nd, 2001, 06:17 AM
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Corporal
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Join Date: Sep 2001
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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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September 22nd, 2001, 08:14 PM
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General
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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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September 23rd, 2001, 01:55 AM
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Corporal
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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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September 23rd, 2001, 02:35 AM
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National Security Advisor
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Re: IMPORTANT fixes, take 2
quote: so unless there's a technobabble explaination why a warping ship shouldn't fire first, the attacker should always have the initiative.
Actually I am of the opposite opinion, and I don't think it's technobabble.
I think initiative should go to the forces waiting at the end of the wormhole because they know precisly which direction the other ships are coming from. The "attackers" coming through the wormhole have to locate the enemy and bring weapons to bear upon re-entering real space.
Even if you don't know exactly when the enemies is going to pop out, if you have your gun out and pointed in the direction he is coming from, it takes less time for you to pull the trigger than it does for him to find you and then shoot back. IMHO
Geoschmo
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September 23rd, 2001, 08:24 PM
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Second Lieutenant
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Re: IMPORTANT fixes, take 2
I also still feel something needs to be done about combat. The 1 side moves and fires all ships rule is very unbalancing. Movement and defensive PDC fire can be left alone , and I think it could be left alone that the attacker has the initiative
Since introducing a initiative system would be a massive change Just implement alternate firing between attacker and defender.
In tactical mode each player can choose which unit / ship, base or planet will fire on his turn for firing.
In strategic, All firing could alternate between attacker/defender:
1.Fighter stacks fire - until all fighters on both sides have fired.
2. ships fire with firing sequence based on the current position a ship holds in the fleet set up i.e. Lead ship fires - then position 1,2,3 etc... , until all ships on both sides have fired
3. satellites fire, until all satellites on both sides have fired
4. bases fire , until all bases on both sides have fired
5. planets fire until all planets on both sides have fired.
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September 23rd, 2001, 08:33 PM
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General
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Re: IMPORTANT fixes, take 2
That would be a real mess for a hotseat game, AJC. Can you imagine having to swap seats 5 or 6 times for each round of combat? With the impulse system, you would sit down and plot the movement of your units just like you plot movement in simultaneous turns. So, you'd only have to swap seats once per turn as it is currently done.
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