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  #1  
Old February 13th, 2002, 06:42 PM

tesco samoa tesco samoa is offline
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Default 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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  #2  
Old February 13th, 2002, 07:11 PM
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Default Re: Malfador, Bring back retreat option from SEIII

quote:
Originally posted by Val:
so then the only option left to you is to take out his homeworld


IMHO this is incorrect on the basis that is is an accurate reflection of where the game may take you - speed should confer major strategic and tactical advantages and should be as important, and effective, as any weapons development.

Faced by an enemy with superior speed, you would need to research to match that ability, develop weapons that could counteract that ability (eg long range weapons, anti-drive weaponry, that sort of thing) or develop screening vessels capable of keeping up the chase for a longer period.

At present, the lack of effective ability to disengage is IMO probably the most major game-play flaw in SEIV
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Old February 13th, 2002, 08:40 PM
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Default Re: Malfador, Bring back retreat option from SEIII

Retreat would be nice addition to combat in the game, but with it should also come the ability to cross the map to the other side to bypass enemies (something that would require speed and adequate defenses to survive).

We would need strategy settings such as retreat as a certain damage percentage, retreat immediately, bypass maximizing range to enemy ships, charge right through the enemies formation (this would give Wall some serious disadvantages while today it is the preferred formation). Incidentally, Ancient Greeks and Romans usually doubled their Wall formations to make it harder for enemies to pass through their formations. We would need a Double Wall formation added in.

Formations would also need to support large areas so you could attempt to screen a boundary. Of course screening boundaries in a two dimensional universe are so much easier than in a three dimensional universe. It is hard to mine three dimensional universes as well (hard to keep a uniform distribution in a volume when orbits cross planes).

A larger tactical map where ships do not start on the edges is a good idea. Ship speed would then matter more. Currently you only need tactical speed to match the range differential so that you can always return fire.

Currently in the game because of the way combat works (non incremental movement) speed does not matter much in combat, unless you are trying to board or ram or avoid one of those(use max range).
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Now if SE 5 had an inertia based movement system that would be neat. I have not encountered a good strategy game that uses that yet. Think of the things you could do with formations attacking as they pass and turn around and go at it again.
Weapons with fast reload rates could fire several times during a pass while the slower weapons would only get one shot. Ships that have their engines damaged would not be able to turn around as fast and match speed with their formation and would break off. Order parameter would set whether the formation slows down or leaves the slower ships behind. Maybe Tractor beams could be used to tow lagging ships to keep up with the formation's course changes. Of course every ship would need a movement vector showing its speed and course. Once you do this you probably need to go to a point system instead of squares.
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Old February 13th, 2002, 10:14 PM
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Default Re: Malfador, Bring back retreat option from SEIII

Just a couple more notes.

* The idea that a really fast ship can't currently evade or get past a signifigantly slower ship is not true. Just set Don't Get Hurt as the movement tactic, and plot strategic movement that will take you past them after they fail to kill you in tactical. At least, assuming the AI for that movement tactic is smart enough to get out of corners - which I think it might be since I have seen it happen lately - if not then this is a problem that should be fairly easily fixable, although there could be exceptions. (e.g., ten slowish pursuit ships set to "don't get hurt", so they all go to different corners to stomp evading ships)

* Good point about the importance of AI movement tactics to support retreats well. In SE3 for instance, you can set an enemy strength ratio at which movement strategies are switched, for both offensive and defensive situations (in turn-based play), so you can have a strat that will fight until it gets overwhelmed, and then retreat.

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Old February 14th, 2002, 12:22 AM

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Default Re: Malfador, Bring back retreat option from SEIII

I believe that if a combat system similiar to that found in Starships Unlimited was applied then retreat and all sorts of other nice options would become viable in SE.

For those that don't know about this game I believe you can download a shareware type demo or something like of it here. http://www.apezone.com/

I certanly wouldn't recommend the rest of the game system as I enjoy the SE system there but for combat this would probably work. In addition the way they make combat experience give more complex combat manuevers instead of basic advantages etc works better in my mind as to what actual experience in a strategic or tactical situation would be.

Heh... of course such a suggestion would be aimed more at a SE5 than a solution for SE4.

[ 13 February 2002: Message edited by: Cyrien ]

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Old February 14th, 2002, 04:03 AM
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Default Re: Malfador, Bring back retreat option from SEIII

quote:
We would need a Double Wall formation added in.
TDM-ModPack adds Double Wall, and several other formations. There are other mods that use it, also.
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Old February 14th, 2002, 05:06 AM

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Default Re: Malfador, Bring back retreat option from SEIII

I have a INTERESTING; idea;

1) Escape valausty / Warp-Inhibit-Device, componet for retreat & prevention. So only special ships that players want,will need it.

I have played se3 many times the retreat is perfect for me?.
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[ 14 February 2002: Message edited by: HEMAN ]

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