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November 30th, 2001, 06:05 AM
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Ending combat
Okie, I'm stumped. How do you end combat, ie you got jumped and have an unarmed scout, or you've defeated all the ships in orbit but don't want to attack the planet?
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November 30th, 2001, 06:20 AM
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Shrapnel Fanatic
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Re: Ending combat
Click "End Turn" up to 30 times.
There's currently no other way.
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November 30th, 2001, 06:20 AM
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Second Lieutenant
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Re: Ending combat
you have to play through to turn 30 in the combat. Just keep ending your turn till you hit thirty and voila it's over. As for an unarmed escort,run...if you can... til the thirty turns are up
Sj must of posted right before me. oh well
[ 30 November 2001: Message edited by: chewy027 ]
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November 30th, 2001, 01:14 PM
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Re: Ending combat
Running to the corners in an unarmed/ unshielded ship is usually pointless unless the enemy is unarmed / really slow. Better to ram the b@5t@rds and take some of them with you >=-)
Don't forget that hitting "end turn" 30 times isn't always enough any more: Since the introduction of the "2 turns for one player" feature *coughcoughbugcough* when moving into battle in a sector where your forces are already present, you might have to click end turn up to 60 times.
PLEEEEEEEEEEEEEASE MM can we have an "end turn peacefully" button in tactical combat? Please? Pretty please?
[ 30 November 2001: Message edited by: dogscoff ]
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November 30th, 2001, 01:36 PM
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Re: Ending combat
Alternatively... if you don't want to kill your mouse, just keep the "E" key (I think) pressed and watch the turns fly by.
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November 30th, 2001, 03:23 PM
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Re: Ending combat
Hey! NOw that's good advice. thanks TD 
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November 30th, 2001, 03:59 PM
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Re: Ending combat
How 'bout a "Run away with tail between legs eeping in cowardly fear" button?
Hmm guess I'll start equipping my scouts with ramming warheads or something.
Also, played first game Last night and admitted defeat. :/
I figured out way too late to plant fleets on warp points to hold the guys off.
Actually I was doing just fine exterminating a race when another suddenly decided I was unclean or something, had em beat in hull sizes and tech but they were flying frigging missle boats and flooded in my open back door.
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November 30th, 2001, 04:17 PM
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Re: Ending combat
I fully agree with Dogscoff - it doesn't make sense that you cant just decline combat even if you have the faster ship.
If MM do pick this one up, then I think you should not be able to automatically decline combat in certain circumstances, for example if you transit a warp point with defending ships on the other side, you will then have to run the gauntlet and rely on some nifty footwork to Last out the 30 turns
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November 30th, 2001, 04:36 PM
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Corporal
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Re: Ending combat
I think that escape should be based upon initiative disparity. If your initiative is significantly higher than another's, then you should be able to escape unharmed. However, the closer together you are, or, if he's higher than you, then you will face a higher risk of forced combat for the number of turns determined by the disparity.
Lets say that if your initiative is higher than his by 5 or more, you can choose to not fight at any time and remain unhurt. For each tick mark less in disparity, you have a 20% less chance of escaping, and in the instance where you do not, you must fight for the number of turns equal to the disparity before escaping.
Initiative can be modified by many things including cloaking tech, average ship speed, sensor tech, remaining movement, etc.
Another way it could be done is using remaining movement. If you warp with no movement left after warping, then you're going to fight...no way out. However, if you warp with movement left, the you have a percentage chance to evade equal to the percentage of remaining movment.
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November 30th, 2001, 05:20 PM
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Re: Ending combat
There are easier ways to implment escape:
1> The SEIII method, whereby if you reach the dge of the map / warp point and have movement points remaining on the system map, you can click an escape button and be sent to the next sector.
B> Make the tactcal map bigger. If the corners were far enough away, a faster ship could just keep up the chase for 30 turns.
iii> A variation on B> really: Wrap the tactical map so that if you fly off the right hand side of the map you reappar on the left, asteroids style. It may not seem very realistic but you could argue that it's a 3D space and you've just done a huge loop the loop
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