|
|
|
|
October 13th, 2006, 12:50 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Disengage Button
Ok so some times the computer decides that combat has ended -- but I wasn't quite finished yet. So how about this:
Have an "End Combat" button, that starts greyed out. When the computer thinks combat can end because nothing significant is predicted, it lights the EndCombat button. Then the player has the option to immediately quit, or continue.
|
October 13th, 2006, 02:16 AM
|
|
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Disengage Button
Yeah, but then this could be exploited, and not allow combat to end when it is supposed to end, like when retreating ships get far enough away to disengage, and such...
|
October 13th, 2006, 02:28 AM
|
|
Lieutenant General
|
|
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Disengage Button
One time in combat, the last remaining enemy ship was running away and had a big head start. My ship was slightly faster but it took a really long time to close within weapon range. The combat map kept expanding bigger and bigger, as seen by the view area indicated by the trapezoidal frame in the overview map getting smaller and smaller and planet in the middle getting smaller and smaller, too.
How does the game decide when to end the combat? In that particular battle, eventually my ship did catch up to fight the other ship, even though it took a really long time. What if the two ships have the same speed so they never get within weapon range, is it smart enough to know this?
|
October 13th, 2006, 02:33 AM
|
Sergeant
|
|
Join Date: Jun 2004
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Disengage Button
I've had that happen as well, it's a pain. However I have noticed that if the combat ends and you attack again right away (dont end the turn) you should start in the same positions you ended in, the same distance at any rate.
|
October 13th, 2006, 07:32 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Disengage Button
I think the combat should be run to its time limit unless there is only allies remaining. There should be a border to combat too. The Infinite field sucks in practice.
__________________
Things you want:
|
October 13th, 2006, 10:06 AM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Disengage Button
I disagree regarding the infinite field. One of the big changes from SEIII to SEIV was removing the ability to retreat. I think this is a good compromise between no retreat and being able to just jump over a line. In practice when the enemy is escaping I use 8x time until I'm in weapons range. Maybe viable options would be to allow time acceleration to 16 or 32.
Also as an exploit if combat ends before you catch the guy you can use the sector view to re-position your ships before you re-attack
|
October 13th, 2006, 12:10 PM
|
|
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Disengage Button
Movement during combat should cost some supplies. This would usually prevent someone from running away forever. (Of course, if the fleeing ship also had extra supplies, then it could escape for a long time. But then it would have fewer weapons.)
__________________
Give me a scenario editor, or give me death! Pretty please???
|
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
|
|
|
|
|