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Old February 2nd, 2001, 07:58 PM

Talenn Talenn is offline
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Default Proposed \'Quick Fix\' for some Combat \'Anomalies\'


Hey Folks,

I just wanted to throw an idea out there that's prolly been mentioned before but....

Anyways, we've all had issues with the tactical combat, whether its the 'missile dance' the hit and run on bases etc. What I have been experimenting with in tactical test battles is a possible quick-fix.

Basically, just prevent a ship from moving after it fires...ie, movement is set to 0 after shooting any non-PD weapon. It shouldnt be difficult to implement from a coding standpoint most likely. While this sounds odd, it might really help solve some of the problems:

1) The hit and run on bases and sats...gone

2) The missile dance...not gone, but more difficult.

Of course it makes the disengagement 'run' more difficult (ie you arent returning fire unless its from maximum range). It does help reward long range weaponry a bit which is a good thing IMO.

If you want to get fancy, just add a 'movement point penalty when firing' to each hull type. That way it can be different for different sizes of ships. It would be possible to have Frigates, Destroyers etc capable of 'shoot and scoot' (make their 'penalty' 0 or 1) while large ships cant (penalty 3+). It could actually extend the usefulness of small hulls in this way.

But at the very least, the basic system of preventing movement after fire will be an added abstraction that helps solve some of the 'silliness' that occurs in tactical combat.

Anyone have any thoughts on this?

Talenn
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