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February 13th, 2002, 01:12 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Malfador, Bring back retreat option from SEIII
What about a part for ships that prevents the retreat of enemies, like the Warp-Inhibit-Device in MOO2 ?
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February 13th, 2002, 01:50 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Malfador, Bring back retreat option from SEIII
quote: Originally posted by PsychoTechFreak:
What about a part for ships that prevents the retreat of enemies, like the Warp-Inhibit-Device in MOO2 ?
Good idea.
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February 14th, 2002, 02:33 AM
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Colonel
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Join Date: Feb 2001
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Re: Malfador, Bring back retreat option from SEIII
I like the retreat,running to the corners. I never did understand why I could not run sometimes 
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Kill em all let God sort em out
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February 13th, 2002, 05:36 PM
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Captain
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Join Date: Sep 2000
Location: USA
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Re: Malfador, Bring back retreat option from SEIII
It is simply totally goof-ball that a ship with movement 10 (5 in tactical) can't ever retreat from a battle with a ship of movement 6 (3 in tactical). A less-than-perfect retreat system is better than none. Make it optional, so that those who hate the idea can opt out.
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February 13th, 2002, 06:07 PM
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Colonel
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Join Date: Dec 2001
Location: Penury
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Re: Malfador, Bring back retreat option from SEIII
quote: Originally posted by dmm:
It is simply totally goof-ball that a ship with movement 10 (5 in tactical) can't ever retreat from a battle with a ship of movement 6 (3 in tactical). A less-than-perfect retreat system is better than none. Make it optional, so that those who hate the idea can opt out.
Here Here, I fully second this dmm - if anyone thinks about it logically, the game should use a floating combat map, if it did, no way would a speed 2 dreadnought ever be able to stop a speed 6 destroyer should the destroyer want to run away - this has got to be correct, the dreadnought would then have to rely on superior weight of metal to hit the ship before it got out of range, long range firepower (anti drive missiles) or just pinning the destroyer into defending a target it cannot disengage from - this would then increase the importance of fast screening vessels to perform this role and add to the strategic considerations of the game - roll it on as an option please
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February 13th, 2002, 06:10 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Malfador, Bring back retreat option from SEIII
The idea of making it optional is probably the best one so far, makes both sides happy. I for one would like to see a ship that is twice as fast (or more) be able to escape, but that could lead to major frustation in not being able to chase down a quick enemy - so then the only option left to you is to take out his homeworld 
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February 13th, 2002, 06:42 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Malfador, Bring back retreat option from SEIII
Or they should increase the size of the combat area to the whole system or just a larger area. That way your ship can retreat without leaving the area.
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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