|
|
|
|
 |

February 14th, 2002, 12:22 AM
|
|
First Lieutenant
|
|
Join Date: Sep 2000
Location: Texas
Posts: 626
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
I believe that if a combat system similiar to that found in Starships Unlimited was applied then retreat and all sorts of other nice options would become viable in SE.
For those that don't know about this game I believe you can download a shareware type demo or something like of it here. http://www.apezone.com/
I certanly wouldn't recommend the rest of the game system as I enjoy the SE system there but for combat this would probably work. In addition the way they make combat experience give more complex combat manuevers instead of basic advantages etc works better in my mind as to what actual experience in a strategic or tactical situation would be.
Heh... of course such a suggestion would be aimed more at a SE5 than a solution for SE4.
[ 13 February 2002: Message edited by: Cyrien ]
__________________
Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
|

February 14th, 2002, 04:03 AM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
quote: We would need a Double Wall formation added in.
TDM-ModPack adds Double Wall, and several other formations. There are other mods that use it, also.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

February 14th, 2002, 05:06 AM
|
|
Corporal
|
|
Join Date: Sep 2001
Location: PALMDALE ,CA ,US
Posts: 162
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
I have a INTERESTING; idea;
1) Escape valausty / Warp-Inhibit-Device, componet for retreat & prevention. So only special ships that players want,will need it.
I have played se3 many times the retreat is perfect for me?.
FERENGI RULE OF ACQUISITION
#192 Never cheat a KLINGON... unless you're sure you can get away with it.
[ 14 February 2002: Message edited by: HEMAN ]
|

February 15th, 2002, 02:40 AM
|
|
Sergeant
|
|
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
If you want to have a retreat option, you almost need to be in simultaneous movement mode. Consider this: At the very end of your movement phase you move into a zone with an enemy ship. This enemy ship then has the ability to chase you out of the zone you occupied, and you could possibly retreat further ahead depending on the logic of where you retreated to. This would be tantamount to getting extra moves.
And from the other perspective, consider the possibility of an enemy coming in to your zone during his movement phase, and your ships retreat from them. He could just simply re-attack you several times, and when it was all said and done you could find your fleet significanty further away from where they started. So how much move would your fleet have to use? I guess you (ie: the computer) would have to just keep track of it and consider that as forced movement which would reduce your fleets own movement in your own phase.
__________________
Emperor's Child
|

February 16th, 2002, 12:04 AM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
Emperor's Child:
You don't need simultaneous movement. Just make the rule: If you don't have movement left, you can't retreat. (Except maybe allow automatic use of emergency propulsion.) This correctly gives a bonus, in the form of an extra combat option, to ships that have some movement reserve.
Possible problem in turn-based: I don't know if the program keeps track of how much movement a ship has left, after that player's turn is over. But that is a programming problem, not a conceptual problem.
__________________
Give me a scenario editor, or give me death! Pretty please???
|

February 16th, 2002, 09:12 AM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
Personally I have mixed feelings about the retreat possibility: I did not like very much this feature in SE III when I had to chase a defenseless ship. But more important it was a possibility to cheat and see what was the exact strength of the enemy in a sector.
But as always it would be easy to make everybody happy: make it an option in the game setup!
|

February 16th, 2002, 01:48 PM
|
|
Corporal
|
|
Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Malfador, Bring back retreat option from SEIII
A possible solution would be to allow a retreating ship only to retreat 1 Square per turn, regardless of the normal speed.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|