RTGRuss Posted September 10, 2003 Report Share Posted September 10, 2003 (edited) Hello All, Pete has put together a combat primer for you to look over. This is not the final version but rather the current draft so look it over and email us your feedback/questions so it can be finished up Russ Naval_Combat.pdf Edited September 7, 2005 by RTGRuss Quote Link to comment Share on other sites More sharing options...
Ixitixl Posted September 10, 2003 Report Share Posted September 10, 2003 Pete & Russ Great job! Gave me several new ideas... Norm Quote Link to comment Share on other sites More sharing options...
President Guztov Posted September 10, 2003 Report Share Posted September 10, 2003 I too agree that is was very imformative yet it brings up some other questions as well. one thing that caught my eye was the section on multiple empires involved in a battle. it mentions making sure your ROE are set indentical but it means next to nothing if you cant set who your friends or enemies are in the first place. I think once this part gets resolved it will go a LONGGGGG way towards making all those ROE settings really mean something. Quote Link to comment Share on other sites More sharing options...
RTGPete Posted September 11, 2003 Report Share Posted September 11, 2003 Agreed. I just finished extensive work on Exploration, and will be focusing on some other issues next - setting specific alliance settings between you and your neighboring allies will help. Right now it's either war or not, and that allows you to make some ROE settings that work great, but there are some fine-tuning type of ROE's that you'll want to be able to do - to allow some Empires in but not others. Quote Link to comment Share on other sites More sharing options...
Lord Valwyn Posted September 11, 2003 Report Share Posted September 11, 2003 Pete/Russ, Appreciate the continued work on tuning the game.. Mark Quote Link to comment Share on other sites More sharing options...
Azuth Posted September 11, 2003 Report Share Posted September 11, 2003 Great work guys! So far, I only have three questions. 1 - You mentioned there could be a situation where 3 or more Empires want to fight each other. However, you mention in the end there can only be two "sides" to an engagement. How is this resolved then? What criteria do you use to decide which side fights who? 2 - Since ships fire simultaneous, is it conceivable that both sides can annihilate each other? 3 - How many combat rounds are in a Order Pulse? Or does it continue until one side is annihilated or disengages? Quote Link to comment Share on other sites More sharing options...
President Guztov Posted September 11, 2003 Report Share Posted September 11, 2003 I brought up #1 in a previous post citing that it wasnt possible yet to have 3 or more empires in a fist o cuff. Once we have the ability to set the status of empires that we know of ie making them friend or foe then the ROE settings will make all the difference when several empires are engaging in battle. Right now its shoot everyone or shoot noone. Both ends of the extreme but RTG is working on it. Quote Link to comment Share on other sites More sharing options...
RTGPete Posted September 11, 2003 Report Share Posted September 11, 2003 Great work guys! So far, I only have three questions. 1 - You mentioned there could be a situation where 3 or more Empires want to fight each other. However, you mention in the end there can only be two "sides" to an engagement. How is this resolved then? What criteria do you use to decide which side fights who? 2 - Since ships fire simultaneous, is it conceivable that both sides can annihilate each other? 3 - How many combat rounds are in a Order Pulse? Or does it continue until one side is annihilated or disengages? Once more advanced player-to-player diplomacy is possible, 3-way battles could be triggered. If there is a conflict that cannot be resolved via ROE settings, the engagement could end up as a 1-on-1 battle with a third party sitting it out. This is unlikely, and generally these things are planned out well in advance by the players, but it can get complicated. Simultaneous destruction is possible. Fight until one side loses or a disengagement occurs. Quote Link to comment Share on other sites More sharing options...
Emanon Posted September 11, 2003 Report Share Posted September 11, 2003 Oh GOODY! We get to see how much damage the 1 Million Trizenium Flex Plate armored Hulk can take. Long Live Emanon Quote Link to comment Share on other sites More sharing options...
RTGRuss Posted September 20, 2003 Author Report Share Posted September 20, 2003 Bump to keep relatively current. Russ P.S. No update to doc (yet) so no need to download if you already have it. Quote Link to comment Share on other sites More sharing options...
Clan Elder 'Keen Posted September 21, 2003 Report Share Posted September 21, 2003 "What’s the downside? Enemy point defense gunners can destroy fighters and drones independently of their carriers. This is not the case with lasers, missiles or other weapons: those are part of their ships, and don’t “die” in pieces." "This makes them somewhat unusual—defensive systems normally just reduce the effectiveness of the weapon they counter. In the case of fighters and drones, however, enemy defensive systems both reduce their effectiveness and actually destroy the fighter/drone." Could you clarify if that is permanent damage (meaning you have to reload fighters onto your ships), or damage just for the duration of the battle? Quote Link to comment Share on other sites More sharing options...
RTGPete Posted September 23, 2003 Report Share Posted September 23, 2003 "What’s the downside? Enemy point defense gunners can destroy fighters and drones independently of their carriers. This is not the case with lasers, missiles or other weapons: those are part of their ships, and don’t “die” in pieces." "This makes them somewhat unusual—defensive systems normally just reduce the effectiveness of the weapon they counter. In the case of fighters and drones, however, enemy defensive systems both reduce their effectiveness and actually destroy the fighter/drone." Could you clarify if that is permanent damage (meaning you have to reload fighters onto your ships), or damage just for the duration of the battle? Fighters and Drones destroyed in combat are permanently lost. Quote Link to comment Share on other sites More sharing options...
Locklyn Posted September 23, 2003 Report Share Posted September 23, 2003 How do we resupply Fighters/Drones lost in combat? I know you can LC from a friendly colony but surely I should be able to have a fleet train with extra fighters/drones to load when in hostile territory or how will this be handled? Cheers /Locklyn Quote Link to comment Share on other sites More sharing options...
MadMartinB Posted September 23, 2003 Report Share Posted September 23, 2003 Good question my scaly gremloid ally! The real issue is not the current fleet but the problem that fighters and drones only fill their specific racks! In effect based on the rules you probably have to have some kind of fighter bay cargo ship to get more fighters up front. Maybe Pete can change that. It is a concern since 50k steel to make a fighter bay is expensive only to have it for a cargo ship running fighters to the front line. Quote Link to comment Share on other sites More sharing options...
EternusIV Posted September 23, 2003 Report Share Posted September 23, 2003 I love the rules as they are. Drones and fighters should be hard to replace...lest we return to the days of SNII Drone dominance. I have a feeling that fighters and drones have retained their effectiveness - despite decent point defense - but provide a heavy burden to the empire who wants to implement them full-scale. Quote Link to comment Share on other sites More sharing options...
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