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August 12th, 2004, 10:20 PM
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Sergeant
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Join Date: Dec 2002
Location: Denver, CO USA
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Re: SE5 - Strategies
One of my biggest gripes is the way satellites are deployed. 4 out of 5 times the sats are on the opposite side of the warp point\planet that the enemy is on. The enemy then is able to stay at least 3 spaces away from the sats by staying on the opposite side of the planet\warp point and the sats cant do anything about it. Perhaps making the sats form a ring or sphere around whatever it is they are orbiting would fix this.
Regarding retreating, I think distance should be the deciding factor. I dont know any scripting language or anything but I have guessed on something like this:
If player distance from enemy > 5 + enemy max weapons range.
That way a ship would have to get out of weapons range before falling off the map. Perhaps making the boundaries move to keep the combatants off the edge unless they are out of range of each other. That would add a bit of an ". . .almost. . .there. . ." effect to retreating.
Regarding custom formations, An interactive window that has all available ships in the fleet in a "tray" on the side and a blank grid in the center. Then a simple drag and drop action would make it easy for even the newest players to get in on fleet formations. Of course, defaults should be kept as an option.
Some sort of scripting would be great. Those that dont want to learn how to use it can just use scripts made by others.
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August 12th, 2004, 10:25 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: SE5 - Strategies
I think the satellite problem will be solved in SE V by default because of the new combat engine. Each 'unit' (whether ship or otherwise) is modeled individually. There won't be 'satellite Groups' anymore so there won't be unnatural concentrations of them. They will be placed individually like ships and therefore will always be scattered much more broadly and usefully then they ever were in SE IV.
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August 13th, 2004, 11:23 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: SE5 - Strategies
One thing I think that needs to be addresed in combat is scanning and jamming. I think that this needs to be broken down to different levels and types.
And I think there needs to be combat range on the scanning.
Cause I feel that you should not know your enemy ships just because your fighting them.
Does this sound like an interesting idea ?
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August 13th, 2004, 11:58 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SE5 - Strategies
Quote:
One thing I think that needs to be addresed in combat is scanning and jamming. I think that this needs to be broken down to different levels and types.
And I think there needs to be combat range on the scanning.
Cause I feel that you should not know your enemy ships just because your fighting them.
Does this sound like an interesting idea ?
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I agree...this sounds like a wonderful idea...will add alot more elements to the areas of intelligence and such...also with the ability to retreat from combat...you could send in a fast scout...to get intel as well...
Kana
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August 14th, 2004, 11:39 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
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Re: SE5 - Strategies
I'm sure others have noticed, but there is a new teaser page on the malfador website.
Here
For the Amon'krie. Wonder if we'll get one for each race, if they're going alphabetically...
Wildcard
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August 15th, 2004, 12:10 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: SE5 - Strategies
Wow! If that's a sample of how the in-game models will look I'm impressed. The Amon'Krie ships are fairly cool looking in SE IV. It's one of my favorite sets. But even if the detail won't be as high as this banner, the re-interpretation of that style is very slick.
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August 15th, 2004, 01:56 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SE5 - Strategies
Ah, I see they got their classic look back... and their apostrophe 
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August 14th, 2004, 07:35 AM
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Colonel
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Join Date: Jan 2001
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Re: SE5 - Strategies
Regarding retreat I would suggest to make it an option in the game setup.
I wouldn't like to see the same annoying ship chasing as in SE III again.
And in SE IV the main problem IMO is ships running into a corner and staying there awaiting to be killed instead of running away in a circular motion. Sometimes fast ships do that in SE IV and then they survive the combat even without retreat option.
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August 14th, 2004, 09:00 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: SE5 - Strategies
Quote:
Regarding retreat I would suggest to make it an option in the game setup.
I wouldn't like to see the same annoying ship chasing as in SE III again.
And in SE IV the main problem IMO is ships running into a corner and staying there awaiting to be killed instead of running away in a circular motion. Sometimes fast ships do that in SE IV and then they survive the combat even without retreat option.
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Like I said, a (moddably) huge combat field would solve both problems at a single stroke.
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August 14th, 2004, 12:40 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE5 - Strategies
Quote:
Like I said, a (moddably) huge combat field would solve both problems at a single stroke.
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Yesterday in the chat, Aaron said that we will be able to mod the size of the system maps in SE5. Presumably we could do the same for the combat map. 
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