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  #1  
Old February 22nd, 2002, 03:50 PM
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Default Re: Malfador, Bring back retreat option from SEIII

Yeah, Marco has a good point. Although:
a) the AI is never going to do that, and
b) you would need 8 ships per warp point if the WPs aren't at the system edge (and otherwise, you'd still need 5 per WP)

Question1: In SEIII retreat, can you go diagonally? If not, that reduces problem b) by a factor of 2.
Question2: Do mines/satellites/fighters count as unfriendly units to prevent retreat? If they do, then warp point defense isn't much harder at all.
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  #2  
Old February 22nd, 2002, 03:53 PM
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Default Re: Malfador, Bring back retreat option from SEIII

A) You can go diagonally, but you have to hit one of the four tactical squares in the exact corner of the map. Possible to arrange in tactical, extremely rare in strategic

B) I believe they do.
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Old February 22nd, 2002, 11:45 PM
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Default Re: Malfador, Bring back retreat option from SEIII

Marco, yes in SE3 you can put an unarmed escort in each sector around your side, to prevent forward retreat by any survivors of the defense. Or, you can just defend the far side, and not have to.

dmm, for #1, SJ is right. For #2, in SE3 there are no satellites and fighters can deploy strategically - as for mines I don't know - I expect the minefields would have to be detected for them to block retreat, but haven't tested it.

Personally, I tend to think that defending the far side is good enough, and having a chance to break through defenses set up on their own side is more interesting than it is any sort of problem.

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