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Old January 12th, 2001, 01:21 AM
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Default Re: Simple, Reasonable Disengage/Retreat Rule

quote:
Originally posted by Seawolf:
Sorry DMM, I made that suggestion 3 months ago almost as you have written it except the supplies are not used...

Well, the supply use is what makes my idea novel and workable. Otherwise, speed is all that counts, and the game turns into an engine research race.
My idea increases the strategy. For example, you attack an enemy fleet in his home system. He retreats. What do you do? Chase him, using up precious supplies? Or let him retreat, and go after his planets? This is VERY realistic. For example, that's how the Roman general (Scipius?) defeated Hannibal's army. He used his home turf advantage and kept retreating. Ditto with the Red Army vs. the Nazis.

quote:
Originally posted by Seawolf:
3 problems with this are;

Weapon range of missiles. Missiles won't catch a ship usually so this could be a problem.

That emergency propulsion pod.. how would that be used?

If the ship running away has missles or mines they could drop them at the chasing ships. Missiles would be much more effective since the target is moving towards the missile, since it has to close with the target. SO the pursuing ships could receive damage while the "calculated chase" is going on.



Don't understand the first missile paragraph.

Yeah, hadn't thought about emergency propulsion (EP) or emergency supplies (ES). Good point. I guess the computer would assume that you'd want to use them if you needed them to make good your escape or catch the enemy. Or it could ask.

Mines and missiles couldn't be launched during retreat/pursuit. Your ships are using the engines in a different mode (strategic mode) during retreat than when they are in combat. The speed is much faster, there are space warping effects, it requires all of your ship's power, etc. Notice how retreating uses supplies whereas combat movement does not.
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