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November 13th, 2002, 02:56 AM
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Join Date: Nov 2001
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Re: Whos on first when it comes to firing?
Ships can't gain experiance if they get blown out of the sky buy talisman toting BCs. I'm guessing the 3 ships that could have been destroyed by my sats cost me 1 or 2 BCs.
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November 12th, 2002, 04:49 PM
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Re: Whos on first when it comes to firing?
Perhaps short-ranged weapons should fire before long-ranged ones...
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November 12th, 2002, 06:07 PM
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Re: Whos on first when it comes to firing?
how about simultaneous firing with damage be accessed after each round of combat for both sides? this way all units from both sides, ie; ships, sats, battlstations etc, all fire at same time, damage/destruction applied after end of each firing sequence/round of combat??
just some ideas mac
[ November 12, 2002, 16:08: Message edited by: mac5732 ]
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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November 12th, 2002, 06:19 PM
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Re: Whos on first when it comes to firing?
Mac, that would be the ideal solution but it would be a massive coding change for MM, since the turn system is at the very heart of the game's combat engine.
Maybe for SE5 though...
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November 12th, 2002, 06:23 PM
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Re: Whos on first when it comes to firing?
Dogscoff, I was afraid someone would say hard code changes...  I'm sure it wouldn't be all that easy to implement because of ftrs, drones, etc, but I thought maybe something like the combat in Pax Imperium II, not exactly like it, but maybe something similiar....
just some ideas mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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November 12th, 2002, 09:55 PM
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Re: Whos on first when it comes to firing?
It may indeed be a hard code issue more complex than it is worth.
Still I would love to see Fixed units such as Sats and WPs fire first. Then the mobile elements can engage targets further away.
I can dream.
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