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January 7th, 2007, 11:11 PM
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Shrapnel Fanatic
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Re: Another problem with retreating from combat
Tim:
Well, maybe not the homeworld right away. You have more than one planet per system, and dividing your forces against a concentrated attack is not going to work.
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January 8th, 2007, 12:03 PM
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Corporal
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Re: Another problem with retreating from combat
Two things;
1) I'll work if the defences on each planet are large enough to make up for splitting your fleet. Cargo capacities of planets are much larger in SEV, at least they are in balance mod so that leaves plenety of room for weapons platforms, etc.
2) Not every planet will be in movement range of the enemy fleet, so you might be able to deduce which planets are under threat and defend accordingly. Also, doesn't retreating cost a movement point as it did in SEIII? If you chase them across the map, they can't move and attack planets in your turn. If it doesn't, it should.
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January 8th, 2007, 03:22 PM
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Corporal
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Re: Another problem with retreating from combat
No one should be having problems with AIs when it comes to retreating. You simply station your task force in the sector that will be their line of retreat. Then you send in a single sheppard dog ship to push them into that sector. When the battle starts in the retreat sector, everyone is at point blank range practically. =)
You should be feeling for the AI that they can't do this against you. =)
The retreat feature makes the game easier for the single player.
I can consistantly use a small set of ships to harass and widdle down the supplies of an attack fleet. Then I clean them up when they are out of ordance or supply. I'm able to do this without retreating.
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January 9th, 2007, 12:18 AM
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Sergeant
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Re: Another problem with retreating from combat
The problem with this is some ppl might consider it cheating since the AI is so predictable and you know exactly what it's going to do.
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January 9th, 2007, 10:05 AM
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Sergeant
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Re: Another problem with retreating from combat
Maybe, Spectar, but if you could deduce the startigies a human opponent was using, it would not be cheating. The AI is just not able to change tactics or think ahead to possible problems, and until actual A.I. is invented, will never be able to do so. In any game/strategy the lack of these abilities means loss. The only possible solution is to give the computer a huge advantage, which is what the AI bonus is for, even though that doesn't always help.
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January 9th, 2007, 10:17 AM
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Shrapnel Fanatic
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Re: Another problem with retreating from combat
Quote:
Spectarofdeath said:
The problem with this is some ppl might consider it cheating since the AI is so predictable and you know exactly what it's going to do.
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Speaking of predictable, I just defeated SE5a's first contact fleet of 6 destroyers with 2 cruisers in GGmod because I put almost all the armor on the front and included lots of PD weapons 
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January 9th, 2007, 10:22 AM
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Re: Another problem with retreating from combat
Wonder what his counter stategy will be.
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January 9th, 2007, 10:48 AM
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Re: Another problem with retreating from combat
Against those ships, his twin 100mm plasma battleships would probably do very well... charge in and make me turn away. If they score more than one or two hits in my rear quadrant, my ships would be flamed out wrecks.
More balanced designs are of course going to be developed, and wild screenshot worthy battles will ensue.
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