| 
				 Re: Request: Simultaneous combat 
 You all have good points about initiative and surprise affecting battles at warppoints.  My concern is primarily with fleet firing orders.  Someone replied with a proposal for ship-based instead of fleet-based firing order; this doesn't sound all that hard to do and would go a long way toward realizing simultaneous combat and movement.  And I like how crew experience, ship speed, etc. all play into who get to move and fire first.
 A few years ago I wrote a C++ program to simulate battles with simultaneous movement and combat, lots of text output but I never managed to couple it to a GUI.  Based on that experience, I don't think it would be all that hard to implement this.  I also included the effects of ship explosions causing damage to nearby ships, that would be a cool feature to add as well.  Give people second thoughts about using point-blank or short weapon range.
 |