.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 4th, 2006, 07:42 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Infinite combat map

Check out all the tiny icons in the System View. One of them says 'Switch to sector view' or something. Basically, it's combat view without having a combat, and you can freely move units/ships around, positioning them for battle, setting up satellites, etc.

As it stands, you can actually use this to place your ships right beside enemy ships, if combat ended with both sides still in the sector. This wont be possible with the soon-to-come patch, though. Exploit, obviously, but necessary with the unlimited combat area, which will also be fixed in the patch.
Reply With Quote
  #2  
Old November 4th, 2006, 08:24 PM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Infinite combat map

I do like the idea of infinite combat area, but the system just needed some tweaks to prevent gameplay problems.

The retreat option sounds good but I wonder if the AI will use it? It sounds to me like it is optional, not a forced retreat. If it's not optional then it effectively negates infinite combat area. Problem is, if it is optional then it still leaves the system open for exploit.

After all, what's to stop a player from flying past the border and just choosing not to retreat? Without the automatic end of battle, it'd all come down to which player chooses to retreat first.

This wouldn't be an issue if pursuing ships would not follow retreaters too far past the combat border. At some point, they turn back and return to the fleet/planet/etc. Then, if the fleeing player chooses to retreat, it moves him out of the sector normally, but if he chooses not to, it leaves his ships where they were and ends the combat. Either way, the defending ships return to thier original positions. He could then choose to attack again, but would not be able to exploit the tactic in order to pull defenders away from a target.
Reply With Quote
  #3  
Old November 4th, 2006, 10:00 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Infinite combat map

I suggested to Aaron that all ships be returned to the positions they had before combat once it ends, if the enemy retreated/was destroyed. This would also make defending warp points and such with ships a whole lot easier. Gets tiresome relocating them after each attack.
Reply With Quote
  #4  
Old November 4th, 2006, 10:00 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Infinite combat map

With an infinite combat map and no exploits being abused, then any ship with fully functional engines deciding to run away results in you being simply screwed.

The map expands to absurd sizes, and you get things such as 100 megs of combat replay with no shots being fired.

Raapys:
That sounds pretty good. Multiselect on the sector view would also remove the hassle. (Grab the whole fleet, move them as one back to the warppoint, then fiddle the individual positions without need of scrolling)
Reply With Quote
  #5  
Old November 4th, 2006, 10:03 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Infinite combat map

I think ships crossing a certain border should be transferred to the next hex automatically, not by choice. But that brings up the problem with ships retreating and being moved in the system view map without actually having any movement points left.
Reply With Quote
  #6  
Old November 5th, 2006, 03:17 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Infinite combat map

Good news but only if the retreat is compulsory.
If the ship to retreat has no strategic movement points left you might allow the retreat anyway but give it some form of punishment like the destruction of one engine (It was running for its life so an engine was overcharged).
Reply With Quote
  #7  
Old November 5th, 2006, 06:15 PM
Sivran's Avatar

Sivran Sivran is offline
Sergeant
 
Join Date: Dec 2003
Posts: 251
Thanks: 0
Thanked 0 Times in 0 Posts
Sivran is on a distinguished road
Default Re: Infinite combat map

And just don't even think about level 20+ repulsor beams
Reply With Quote
  #8  
Old November 6th, 2006, 08:31 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Infinite combat map

Now you really can knock that attack fleet into next week.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:30 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.