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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 8:06 am 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
As for the fuel thing - it requires too much of a micro management of the fleets. Even if you set break & refuel orders, you still have no choice but to watch out for the "base" ship from being destroyed. While it's ok to micro things right now as it's a test of the combat system, in the long run you'll probably end up having several fleets about, and with limit time to manage it, I fear it'll cause too much of a hassle.

Besides that, what Kob said. A very much simplified system would do - set a mother ship and then a break level and there would be no need to further micro this. Maybe set a secondary ship to dock on as well. (oh, and a out-of-warheads break too please ;) )


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 8:19 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
yup, im adding an out of warheads break

and i will look into adding a SORTIE order, after I get the fleet order stuff down.


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 8:34 am 
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What would be nice is to have a set of orders that will let; you dock some craft, have them fly out and fight if anything appears, but only within a certain radius and only certain classes. And then when everythings calmed down they dock again

Would the following set of orders do this:

DOCK
REARM/REFUEL
REPAIR
DEFEND (30km)
BREAK FUEL (10%)
BREAK NO WARHEADS
BREAK HULL DAMAGE (25%)

Priority Targets:
TB
B Wings
K Wings
Any small craft
No Target

Also I agree with Kobra and DW about PT's.


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 9:23 am 
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Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
I agree with being able to set conditions for launching fighters, but still having to set them specifically to dock would still interfere when you do want them to change orders. In the fight I had with the TBs, I actually had to re-issue the orders twice as they switched targets to random ones. This was very tedious.

What I would like to see, which would greatly simplify handling fighters, is to be able to set them to one given ship as their base, and set their break rates. Once these are set, you don't have to enter them anymore unless you want to change them and they persist even through "Clear Orders". And then you can just set the other orders which they will follow.

As a side note, which has to do with managing fleets, I had organised my fighters into seperate sub fleets. But when docked, these fleets did empty themselves and the fighters were listed under the ship they were docked as onboard craft. But when they launched, they ended up in the main fleet. This can be quite a mess with 144 fighters there. :)


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 10:59 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Idle_Scholar wrote:
What would be nice is to have a set of orders that will let; you dock some craft, have them fly out and fight if anything appears, but only within a certain radius and only certain classes. And then when everythings calmed down they dock again

Would the following set of orders do this:

DOCK
REARM/REFUEL
REPAIR
DEFEND (30km)
BREAK FUEL (10%)
BREAK NO WARHEADS
BREAK HULL DAMAGE (25%)

Priority Targets:
TB
B Wings
K Wings
Any small craft
No Target

Also I agree with Kobra and DW about PT's.


yes, those orders would do that, as long as the orders are set on repeat 'Y'


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 11:02 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Deathwatch wrote:
I agree with being able to set conditions for launching fighters, but still having to set them specifically to dock would still interfere when you do want them to change orders. In the fight I had with the TBs, I actually had to re-issue the orders twice as they switched targets to random ones. This was very tedious.

What I would like to see, which would greatly simplify handling fighters, is to be able to set them to one given ship as their base, and set their break rates. Once these are set, you don't have to enter them anymore unless you want to change them and they persist even through "Clear Orders". And then you can just set the other orders which they will follow.

As a side note, which has to do with managing fleets, I had organised my fighters into seperate sub fleets. But when docked, these fleets did empty themselves and the fighters were listed under the ship they were docked as onboard craft. But when they launched, they ended up in the main fleet. This can be quite a mess with 144 fighters there. :)


the behavior of them going against random stuff is a bug IF you had the priority target set correctly. Like i told Kobra, the moment that happens show me the ship they are going against and show me their current priority target list.

I dont see me setting up that hard-coded relationship between fighters and a home base.  Just not something I like.  The order list Idle Scholar listed above (or a simplified SORTIE order) would do the same thing and could be cancelled.  I like making things easier on people but I dont want to take all the responsibility into the codes hands.  Just a philosophy of mine.

the fighter leaving its fleet once it lands is a bug and I am fixing it with this whole fleet order thing


Last edited by markb50k on Sat Jun 14, 2008 11:08 am, edited 1 time in total.

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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 11:26 am 
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Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
What happens if a ship is attacking one ship (red line) and you change priority targets, do you have to reissue the attack orders?

BTW, someone be nice and kill the TDs from KySoto - they appear to be out of fuel.


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 11:29 am 
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Joined: Thu May 22, 2008 8:04 am
Posts: 0
But would the fighters return to base and dock once there were no more enemies within 30km (in that example)? Would they stay docked provided no enemies enter the 30km around the ship. Oh and can the DEFEND order position be a ship (quite important for that all to work).


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sat Jun 14, 2008 11:31 am 
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Joined: Thu May 22, 2008 8:04 am
Posts: 0
Deathwatch wrote:
What happens if a ship is attacking one ship (red line) and you change priority targets, do you have to reissue the attack orders?

BTW, someone be nice and kill the TDs from KySoto - they appear to be out of fuel.


Once he logs in again he can jump them all to some rendevous point with his carrier. The Kwings are a differnet matter.


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Sun Jun 15, 2008 10:28 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Deathwatch:  no you dont have to reissue the order, just "clear the current target".  its an option when you are viewing the order on the orders list

Idle_Scholar wrote:
But would the fighters return to base and dock once there were no more enemies within 30km (in that example)? Would they stay docked provided no enemies enter the 30km around the ship. Oh and can the DEFEND order position be a ship (quite important for that all to work).


oh yeah, one change to your order strategy

set these first:
BREAK FUEL (10%)
BREAK NO WARHEADS
BREAK HULL DAMAGE (25%)


then put these on REPEAT

DOCK
REARM/REFUEL
REPAIR
ESCORT the mothership
DEFEND (30km) (by having the escort above this, the 'defend point' will always be the escort position, wherever you have set it.

if you DONT have the ESCORT order first, then PRO:  your fighters wont burn fuel while there is no enemy but CON:  when they do detect enemy and start their defend order, their defense position will be the point in space that was originally assigned..

its not a perfect setup yet until i create an order that allow ships to run operations off of a ship, which I am planning to add, but it will work for now.  Plus the fuel burn rate will only be like .2 a cycle while they are just escorting with no enemy


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 Post subject: Re: OFFICIAL: Combat Discussion
PostPosted: Wed Jun 18, 2008 4:28 pm 
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Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
Unfortunately, I've been very busy (and it looks like I will be busy for the new few weeks still as well I fear) - has there any combat happened in my absense?

I'm currently awaiting the new updates to GalSim before putting more time into it again. I definately hope that, especially due to reduced spare time, that the game will go more towards the strategic side as the micromanaging requires still is a bit on the high side at the moment.


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