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View Full Version : SEV combat retreat radius is too small


Slick
November 23rd, 2006, 04:35 PM
A fleeing ship with a speed of 2 movement points LESS than the attacking ships can retreat in a straight "run for the border". It may get hit a couple of times just before it retreats, but it can retreat if it has some shielding and armor. The radius should be set such that only ships with > or = the speed of the attacking ship can retreat.

Captain Kwok
November 23rd, 2006, 10:26 PM
A radius of 2000 or 2500 should be sufficient.

Kana
December 6th, 2006, 09:02 PM
Is the retreat radius set in the settings.txt file? Is it the combat area setting? Or is there a seperate retreat radius setting?

Captain Kwok
December 6th, 2006, 09:18 PM
It's in settings.txt...

narf poit chez BOOM
December 6th, 2006, 09:58 PM
Should be a formula based on the fastest ships' speed on all sides.

Wade
December 6th, 2006, 10:12 PM
From what I've understood it's not so much that they retreat but they flee. If they get to the border then combat can continue the following turn in the next hex of the system map. This portrays the distance traveled during the flee as it relates to sector and system distances. This way is more appropriate, is it not?

Kana
December 6th, 2006, 10:50 PM
Is it labeled retreat radius? I guess its just the Space Combat Map Radius...its the only thing I can find that has combat and radius.

Captain Kwok
December 7th, 2006, 01:16 AM
That's the one.

Kana
December 7th, 2006, 01:25 AM
Ok thanks...

RCCCL
December 7th, 2006, 12:18 PM
Wade said:
From what I've understood it's not so much that they retreat but they flee. If they get to the border then combat can continue the following turn in the next hex of the system map. This portrays the distance traveled during the flee as it relates to sector and system distances. This way is more appropriate, is it not?



Yes, in a way it is more realistic, but becuase the ships move to the next hex in the system and your ships don't, when you engage them in the next hex your ships are the same distance they were in the first. The enemy ships are then able to flee once again becuase of that head start.

Maybe they could make it so that the game remebers how close you were to the enemy ships when combat ended, so that if you immediately chase them into the next hex you will be closer to them starting out.

StarJack
December 7th, 2006, 12:21 PM
RCCCL said:

Wade said:
From what I've understood it's not so much that they retreat but they flee. If they get to the border then combat can continue the following turn in the next hex of the system map. This portrays the distance traveled during the flee as it relates to sector and system distances. This way is more appropriate, is it not?



Yes, in a way it is more realistic, but becuase the ships move to the next hex in the system and your ships don't, when you engage them in the next hex your ships are the same distance they were in the first. The enemy ships are then able to flee once again becuase of that head start.

Maybe they could make it so that the game remebers how close you were to the enemy ships when combat ended, so that if you immediately chase them into the next hex you will be closer to them starting out.



Good idea.