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November 5th, 2002, 01:53 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
If a warship on optimum range orders loses all its weapons, it will run for the corners.
So a ship that starts with no weapons will run for it too.
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November 6th, 2002, 01:54 AM
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Corporal
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
6. Fixed - Improved the Transport minister a little. Really like to know what this means too  ?.
I still like my idea of (1) Moddable Ministers to fine tune them?  .
DAVID G >When do you think is a good time to close this poll,to send to MM.The poll looks pretty good what people want right now  .
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November 6th, 2002, 01:13 PM
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Second Lieutenant
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
Quote:
Originally posted by DirectorTsaarx:
quote: Originally posted by [K126]Mephisto:
Latest patch infos:
Version 1.82:
1. Changed - Ships in combat will now follow their fleet's strategy regardless of whether they are in a combat group or not.
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Ummmm... does this mean unarmed ships/carriers/etc. will no longer run to the corners if they're part of a fleet that has a strategy of "[Optimum/point-blank/max/etc.] weapons range" or any of the other combat-oriented strategies? I can see that it might make planet invasions easier, and get rid of the "bug" that ships with only PDC will run from battle, but I'd like my supply and repair ships to stay away from the enemy ships... Perhaps a hard-coded Fleet Strategy of "On Your Own" needs to be added, which only specifies "ships will use their own strategy, as specified for their design" ...
That way you can have a single fleet, a mixed lot of missile and beam-armed warships, with a single logistics-and-repair ship -- and the missile ships will use a good missile strategy, the beam ships will use a good beam strategy, and the logistics ship will run for the (figurative) hills.
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Download the Small Ships mod, v0.1b Beta 2.
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November 6th, 2002, 01:58 PM
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Lieutenant Colonel
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
Quote:
Originally posted by Pax:
Perhaps a hard-coded Fleet Strategy of "On Your Own" needs to be added, which only specifies "ships will use their own strategy, as specified for their design" ...
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Can't this be done in the current game? Just create a strategy were all ships will break formation.
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November 7th, 2002, 02:29 AM
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Shrapnel Fanatic
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
You didn't read Pax's post.
Look at what he quoted.
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November 6th, 2002, 04:06 PM
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Second Lieutenant
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
Quote:
Originally posted by DavidG:
Can't this be done in the current game? Just create a strategy were all ships will break formation.
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Er, did you miss this part ... ?
Version 1.82:
1. Changed - Ships in combat will now follow their fleet's strategy regardless of whether they are in a combat group or not.
That means, if the fleet's strategy is "Maximum range" and you have Troop Transports (each with a single APB) -and- multi-APB warships in the same fleet, and set the fleet to Maximum Range -and- break formation ... the Troop Transports will still try to kinfe-fight with the enemy warships, before dropping off their troops.
Why?
Because the fleet's "Maximum Range" strategy will OVERRIDE the Troop Transport's "capture planet" design-strategy, even if the trasnports break formation.
So, I'd like to see some sort of way to have one or mroe types of ship override the fleet strategy.
Perhaps, for each strategy, a list of types, like the list of those types which break formation, would work -- but the list being design types, so you'd not see just "ships" but "troop transports" versus "carriers" and so on.
Unless we can get "nested fleets" -- IOW fleets within fleets -- the result will be a nightmare of MM for anyone seeking to use combined arms tactics (bunch of warships, supported by a couple carriers, and backed up by a logistics/repair ship or two and some troop transports).
By the current 1.82 setup, we will have to put each type of ship into seperate fleets, and move the fleets together, turn after turn (one turn's movement at a time, or, after the first turn's movement they will start moving one at a time, and NOT join battle as a single grouping ...). That means more MM, more effort, more time to process turns on the player end.
I'd like to be able to set fleets up to have seperate Battle Groups, each of which gets it's own strategy; then we could set up a point-blank PDC Aegis group, a Short Range APB "gunline" group, a Medium-range missile group, put the carriers at maximum range on Fighter Attack strategy, and have the troopships try and just bull their way through to the planet -- all in one fleet, with each group focussed on a different strategy, and even formation (putting the PDC/aegis ships into a disperesed formation, at a range where they are spread out among the other Groups, would be a possibility, for example ...).
At present, in v1.82, we may have to use multiple fleets for what, before, took only a single fleet to accomplish. *sigh*
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November 6th, 2002, 04:27 PM
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Sergeant
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Location: Connecticut, USA
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Re: POLL->things we\'d really like in Next Patch (Platinum II)
Quote:
Originally posted by Pax:
I'd like to be able to set fleets up to have seperate Battle Groups, each of which gets it's own strategy; then we could set up a point-blank PDC Aegis group, a Short Range APB "gunline" group, a Medium-range missile group, put the carriers at maximum range on Fighter Attack strategy, and have the troopships try and just bull their way through to the planet -- all in one fleet, with each group focussed on a different strategy, and even formation (putting the PDC/aegis ships into a disperesed formation, at a range where they are spread out among the other Groups, would be a possibility, for example ...)
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Pax, I agree! Battle Groups, or nested fleets, would be the best way to solve the present quirks in the fleet orders system. From what I've read MoO3 will have this kind of system. Perhaps for Space Empires V ...?
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