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August 11th, 2004, 01:46 PM
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First Lieutenant
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Location: California
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Re: SE5 - Strategies
If you keep the strategy section more generic (which I think you should -- scripting isn't something everyone can do), maybe have these categories:
Point Blank (Same as in SE4)
Short Range (Same as in SE4)
Optimal Range (Same as in SE4)
Maximum Range - Longest Range Weapon (eg, a ship with a missile and a Meson BLaster would always stay at maximum missile distance)
Maximum Range - Shortest Range Weapon (eg, a ship with a missile and a Meson BLaster would always stay at maximum Meson BLaster range).
User Defined Range (Assign a specific distance. Not sure how distance is going to be defined in SE5, but this number could be in Squares, Meters, or whatever).
Stand Still (Like mentioned above, the ship does not move. Great for a Satellite Laying strategy!)
Default probably to Optimal Firing Range, as in SE4.
edit: Note that this list doesn't include stuff like boarding, ramming, and running away, which should all be in there too...
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August 11th, 2004, 02:07 PM
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National Security Advisor
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Re: SE5 - Strategies
I think the most essential feature is pretty basic. Ships with don't get hurt orders should not run to the corners that are PAST the enemy fleet. Right now they often run straight at the enemy while seeking that far corner..not very helpful.
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August 11th, 2004, 02:40 PM
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Major
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Re: SE5 - Strategies
Obviously the key is the combat engine, but I don't see how those withou scripting skills would not want the capabilities to be in the game. I mean, I don't mod AI's or do shipsets, but I sure appreciate those that do and I use them extensively.
If the combat engine had 'branch points' for each of the scenarios/strategies suggested, there could be a generic set of scripts for each of those scenarios just like there is generic AI's and shipsets. Also, those with the talent and / or ambition could script their own 'strategy module'. My interpretation (and hence my script) for Don't Get Hurt could vary slightly (or significantly for that matter) from yours.
Having a scripted combat engine should not preclude those without scripting knowledge to benefit from the system. But those of us that do, can and want to. Maybe your individual playstyle would benefit from just 'plugging in' one or two custom scripts on one of these great fan sites.
Game options should include a "Use Custom Scripts" option.
That's what I meant in my first post. Personally, I'd love to see it.
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August 11th, 2004, 03:01 PM
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Lieutenant Colonel
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Re: SE5 - Strategies
Quote:
I think the most essential feature is pretty basic. Ships with don't get hurt orders should not run to the corners that are PAST the enemy fleet. Right now they often run straight at the enemy while seeking that far corner..not very helpful.
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Perhaps ships set to "Don't get hurt" should be able to refuse combat and run off the map if they are fast enough to do so before getting damaged.
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August 11th, 2004, 08:44 PM
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General
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Re: SE5 - Strategies
People have mentioned retreat being an option. While I like this idea, there is one problem. Does anyone else remember how retreat is SEIII worked? Often, an enemy colony ship or transport could run off the end of the map every single time you attacked it. This became annoying, because the only way to destroy that ship was to push it into the corner of the system map, and block (with other ships) the 3 possible escape routes, so they could not retreat from the combat.
If there is to be a retreat option in combat, my request would be to have it so situations such as the one described above can not occur. Unfortunately, I'm not at all sure how that would be implemented! 
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August 11th, 2004, 09:13 PM
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Shrapnel Fanatic
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Re: SE5 - Strategies
Make it so that you can only retreat if either:
1) You move faster than all of the enemy warships. You should always be able to run away if you are faster.
2) You mill about at the edge of the map for 10 turns without being fired at. If you are slower, but the enemy is not chasing you down, why can you not just continue on your merry way? Or, if your warships set out to engage the enemy warships so that the non-combatants can get away, why should this not be allowable? There are many realistic situations in which this occurs. Naturally, this option will require making the AI smart enough to send at least one warship against each fleeing enemy non-combatant if there are no enemy warships, or only sending ships after fleeing non-combatants if there are enough warships to devote to crushing the enemy fleet.
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August 11th, 2004, 10:42 PM
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Major
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Re: SE5 - Strategies
Im a fan of more complex strategies myself, like setting up flanking or whatever. Scriptable AI would be great though, it would make things tougher to mod maybe, but it'd be nice to have.
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August 11th, 2004, 11:06 PM
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Lieutenant Colonel
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Re: SE5 - Strategies
"People have mentioned retreat being an option. While I like this idea, there is one problem. Does anyone else remember how retreat is SEIII worked?"
It was a good option for getting past warp point defences too 
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August 11th, 2004, 11:33 PM
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Colonel
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Re: SE5 - Strategies
Quote:
"People have mentioned retreat being an option. While I like this idea, there is one problem. Does anyone else remember how retreat is SEIII worked?"
It was a good option for getting past warp point defences too
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Exactly my friend! Always I have considered the tricks around the SE3's retreat, as a feature! Not a bug or problem!
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August 12th, 2004, 01:56 AM
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First Lieutenant
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Re: SE5 - Strategies
I'm sure this has been mentioned already, but how about being able to draw out generic strategies like a football game plan. This way, in strategic combat, a player can still hold some control over thier fleet.
Perhaps a 'fog of war' option for combat too.
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