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Old October 14th, 2006, 12:35 PM
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Default Re: Disengage Button

I wasn't talking about a chase (and flee) scenario... it is moving away from one thing to attack another.
Also, it is extreme-range missile duels.

Your expanded plan looks good, and some simple code optimization should keep it running quickly too.

-

The main problem I still have with the infintite running away thing is that nobody has to engage in combat until they want to (such as if they're protecting a slow ship, say, or glassing a homeworld).
You can't intercept anybody that dosen't want to be intercepted in deep space, and even warppoint defenses are nerfed.

Being able to outmanouever someone on the strategic system map is great.
Catching them on the strategic map, and then having degenerate "combats" with runaways is not fun. Basically it means you can't catch them on the strategic map, you can only move into the same sector.

Its like a street "fight" where one guy just keeps jogging away from the other guy... Vs ...A boxing ring where the little guy can still dodge and run around the outside but at least a few punches actually get thrown before the bell rings.
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