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Old September 24th, 2002, 07:55 PM
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Arkcon Arkcon is offline
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Default Re: Request: Simultaneous combat

Quote:
Originally posted by geoschmo:
Another suggestion is to move and fire the ywa it is currently done, but not apply the damage until the end of the combat turn and apply all damage simultaneously. This seems the most complex, but is may actually be the easiest to do. One problem I do see with it is PDC fire on missles You might have to allow PDC damage to be applied instantly unstead of waiting or your missles would still hit the ship even though they were actually blown up.

Geoschmo
Ooops, I didn't think of that. Now you gotta think, fighters drones sats which are targeted, if the PDC doesn't know what it's done.

Tractors, Repulsors, and Wormhole beams have to go first.

Engine destroying weapons, and the other special weapons have to go first as well.

Yeesh, what a mess.

See, maybe there's nothing wrong with the current system. There's just some FUD in combat, like it should have.

[ September 24, 2002, 18:59: Message edited by: Arkcon ]
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Old September 24th, 2002, 08:24 PM

Groggy Groggy is offline
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Default Re: Request: Simultaneous combat

Quote:
Originally posted by geoschmo:
I would love to see something along these lines done. Unfortunatly it is not as easy to implement as it appears on the surface. It would require a massive rewrite of the combat engine. (examples omitted)
Geoschmo
In light of all the examples you raised, I agree, it would be a lot harder to implement than I first thought. I certainly didn't take into account static fleet formations and "move-fire-move again" tactics with my crude combat engine. Good thing I didn't quit my day job
I have some other ideas (like splitting combat turns into sub-turns or impulses) but all are CPU-intensive and would slow the game to a crawl. I hope the SE5 combat engine will offer some improvement.
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Old September 27th, 2002, 05:34 PM

tesco samoa tesco samoa is offline
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Default Re: Request: Simultaneous combat

Or he could just make the combat occur real time... On auto... That would clean up most of the problems.

Initative or one ship moving at a time etc... does not work. The Problem is not removed.

Everything should be occuring at the same time.

If that ever occurs then combat will work in seiv. Until then it is flawed.

That way range works. Ship movement works. Fleets work. Units work.

I doubt this will happen.

So perhaps the combat system should be set where
the movement is the same as it is in regular ship movements.

And the creation of Temp Damage and Temp Ship Destroyed. So that all ships can partake in the battle. And at the end of each combat segment all damage is changed from temp to real.

I could detail it out later. It would be a long post.

But the juice of it is One combat turn is made up of many segments. That way the current game turn based engine could be used.

But that kind of system would need initative based on crew experience, fleet experience, computers, sensors, current damage. etc...

Not based on movement or engine numbers.

Then they build the number of actions out of this for a ship or unit and then run though the segments removing action points from the highest to lowest. And away you go.
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