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Old January 18th, 2001, 05:15 PM
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Seawolf Seawolf is offline
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Default Re: Simple, Reasonable Disengage/Retreat Rule

Ok,

To all those guys who want to do a massive revamp of tactical combat here are some things to consider that are a MAJOR roadblock (IMHO)

1) Use of supplies while retreating. Can someone explain to me how a ship that has enough supplies to travel MONTHS! (as each game turn is a month) can use them up in 1 turn retreating from combat? If you running you are just using fuel and since in space you just get up to a speed and "coast" even that consumption isn't that much.

2) if stratigic movement (SM) is used to retreat they you need to keep track of how many SM's each fleet had before combat so that they don't go over their max amount. Which would allow that a ship that has faster engines still getting caught if they have less SM.

3) If you allow for unlimited SM after retreating then the ratio of movement between ships is all off. ( Hurm if I attack his fleet and retreat I can get to that wormhole this turn rather than next turn)

4) Which way does a fleet retreat too?

5) I could lead to never ending combats, my fleet runs, they follow, they run into another one of my fleets they run etc.

6) Turn rates?! I suggest if you want that level of detail play Star fleet battles.

7) The more factors you put into the game, the level of coding increases geometricly. Maybe a better solution would be to design an add-on program that we could use to play tactical combat and then have the results put back in to SE IV.


This is a empire high level kinda game. I think that the fact you can play with tactical combat is a great option and I love it! But to make this the focus of the game I think is a mistake.

As always this is IMHO.

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