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August 10th, 2004, 08:26 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: SE5 - Strategies
Well being as you asked…….Yes I do have a request/suggestion or two or four.
1) Instead of a whole fleet firing then the other fleet firing, I would like to see it alternate at the ship level. Fleet A would fire from ship 1 and then fleet B would fire from ship 1. Then Fleet A would fire from ship 2 and fleet B from ship 2. And so on until all ships have fired. This would increase the damage done to each fleet and create some balance and realism.
2) I would like to see a more detailed strategy engine. Perhaps allowing for sub units in a fleet that would have various orders. A fleet could be made up of several squadrons, and each squadron would have orders to act independently. Heavy hard ships might be used to hold the line and absorb damage while lighter faster Groups of ships would perhaps have orders to seek and destroy specific types of ships. Or to drive past blockading ships to attack targets beyond the point of battle.
3) I would like to see maneuver become part of the strategy. Perhaps have one that would allow for a fighting retreat or the ability to all but refuse combat. Another might allow for hit and run tactics. There is a need to add some value to tactics that does not exist at this time.
4) And while not pure combat strategy, but strategy none the less. I would like to see income from trade moved by ships. This would add some depth to the game by making the blockade a real part of the wars. And require each empire to build, maintain and protect a trade fleet. I think this would add realism and depth to the game. Of course there would need to be a minister for this too, it could be a lot of work with a large empire.
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August 10th, 2004, 08:32 PM
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General
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Re: SE5 - Strategies
too add to thermo's stuff
Steel panthers had oppurtunity fire... Would this be a great option in SE games ?
Would really add to the options of range vs damage...
then you could add stuff like hold fire until 75% chance to hit etc.....
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 10th, 2004, 08:34 PM
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Second Lieutenant
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Re: SE5 - Strategies
Some great suggestions so far!
I would also like to see squadrons as part of a fleet, boolean orders (probably not scripted) and fleets taking turns in firing, spread evenly between sides. Frex, Xiati have 10 ships and the Cue Cappa 3, fire order would be X1, C1, X2, X3, X4, C2, X5, X6, X7, C3, X 8-10. Things like training/experience /crews/captian/blind luck determining fire order.
Thanks for asking for our input!
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August 10th, 2004, 08:48 PM
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Major
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Re: SE5 - Strategies
Consider an "empire generator" add-on, that would allow non-tweakers like me a chance to concoct AI's for downloaded shipsets. It could let me know ahead of time whether there is a conflict of sorts in the AI brain instead of cutting and pasting the generic AI stats.
Wildcard
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August 10th, 2004, 08:46 PM
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Shrapnel Fanatic
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Re: SE5 - Strategies
Unless Aaron has decided not to have real time combat in SE5 after all, firing order is moot, as ships will fire at the same time as enemy ships. They will also have reload times in ms or some such unit, so firing will become very staggered. So, weapons will fire from each ship whenever it is ready, without SE4's method of all ships on one side firing at the other side before the other side gets to respond.
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August 11th, 2004, 05:03 AM
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Major General
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Re: SE5 - Strategies
Quote:
4) And while not pure combat strategy, but strategy none the less. I would like to see income from trade moved by ships. This would add some depth to the game by making the blockade a real part of the wars. And require each empire to build, maintain and protect a trade fleet. I think this would add realism and depth to the game. Of course there would need to be a minister for this too, it could be a lot of work with a large empire.
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In "Hearts of Iron" when you build a transport you have the option of using it to carry troops or as a supply transport in a pool divided around the empire to move supplies.
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August 11th, 2004, 05:59 AM
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General
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Re: SE5 - Strategies
I only use strategic these days- either in PBW (Where you don't get the choice) or in single player (Where tactical gives you an unfair advantage over the AI).
I like the idea of giving different parts of your force different strategies. Just the other day I sent a fleet against a heavily-defended enemy planet. I had a load of well-armoured troop transports capable of wading through the planet's defensive fire, and more than enough warships and boarding craft to take care of the defending ships. What happened? The warships went to attack the planet, and were destroyed. The boarders milled about uselessly and were destroyed. The troop transports hid in the corner and were picked off by fighters and enemy warships. If I'd been able to give one set of specific orders to the transports (charge straight for the planet) and a different set of orders to my attack ships (attack ships, NOT the planet) I'd have won that battle.
I also like the idea of some kind of code-like scripts: I've often wished for this on a strategic level (ie out of combat) and it would be great if it could somehow extend into combat as well. Maybe it could be coded so that one script governs a ship's behaviour both in and out of combat..?
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August 13th, 2004, 09:49 PM
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Corporal
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Re: SE5 - Strategies
I think the option to retreat would be great. Too often, combat in SE4 is an all or nothing thing. One fleet or the other is wiped out, and combat ends. I think a fleet should automatically disengage once its strength is worn down to a certain point.
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August 14th, 2004, 04:40 AM
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First Lieutenant
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Re: SE5 - Strategies
how about if you can STEAL the scripts via intel!!!!!
(and even ship capture)
I dooubt we will have to worry to much about them becomming "cookycutter" type things, since the game is to fluid, your going to want to use a diferent stratergie for glassing plannets than you would if you wanted to capture it or blockade it. same with WP. are you going throug the wp or blockadeing it? its going to be diferent. then your probibly going to want to change it slighly depending on what empire your expecing to come throuhg the wp. are they using APB? nulspace? missiles? ppb? *gulp* are they armed with computer viruses? are they using more shields or more weapons?
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August 10th, 2004, 09:37 PM
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First Lieutenant
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Re: SE5 - Strategies
Quote:
But for Simultaneous Turn games, strategies were essential in getting your ships to do what you wanted during combat.
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Thanks for asking!
I think I'd like to see better default settings, because everytime I teach someone how to play the game, they throw up there hands in dismay when we get to the bit about setting strategies. Here are the defaults I would like to see:
Fleets: Add a button (or whatever) in the Fleet Creation screen that dictates whether ships in that fleet should follow Fleet orders or Ship orders. Default this to Follow Ship Orders.
Targeting Priority: The default isn't the best. I tend to use: "Nearest, Has Weapons, Most Damaged, Strongest". (Maybe take a poll on this, I'm not sure if that setting is best either!) The default often has ships running past point blank targets and getting themselves into trouble.
Formation: If you don't allow Break Formation to be set in the Fleet Creation screen, then default all ships to Break Formation.
Modding: For modding purposes, it would be great to be able to assign default strategies to the various Design Types found in the DefaultDesignTypes.txt. For example, if I modded in a Missile Attack Ship as a Design Type, it would be nice to be able to assign it's default strategy to Maximum Range.
Thanks again!
-spoon
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