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  #21  
Old October 14th, 2006, 03:57 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Disengage Button

QNP dosen't help the situation much, though...
Those fast ships are going to have to be light on armor and guns to get that speed, and will thus get their asses kicked by the warships that are running away

What I'd like to see is a circular map limit.
There would be no corners to be caught in, and even if you're heading right towards the wall, your ships will end up randomly turning left or right to escape. Then it becomes a more reasonable chase around the perimeter. Equal speed ships will slowly catch up to the runners, while faster ships do get to stay away.
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  #22  
Old October 14th, 2006, 04:10 PM

Phoenix-D Phoenix-D is offline
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Default Re: Disengage Button

Being able to pin them in a corner EDIT: or against a side doesn't make much sense either SJ, and having battles so large no one can manuver is just silly.

A faster ship should be able to keep ahead until supplies run out or its boxed in; the only problem with the SEV system IMO is the later isn't really possible.
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  #23  
Old October 14th, 2006, 04:21 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Disengage Button

As I said, in theory yeah, that's what should happen.

But it is not fun in practice. I plan to make my mods fun.
If I have to put the combatants in a steel cage to make it entertaining to watch, so be it
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