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Since: Mar 03, 2005 Posts: 101
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(Msg. 1) Posted: Mon Apr 24, 2006 6:10 am
Post subject: New Wing Code (Discussion) Archived from groups: alt>games>vgaplanets4 (more info?)
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I wanted to discuss this option here first before putting it as a
request into Wiki and I shall only put it into Wiki if it gains
support.
Because there has always been a lot of disussion on Large v's Small
wings.
In Summary:
Large Wings are strong, use few resource points but poor against sand
casters but good v's PD.
Small Wings are good, but eat into your resource points but good
against sand casters but poor against PD and doing large damage.
But the enemy can see what wings you have comming and can set up
counter measures.
What I propose is the following command code for Wings:
Bxx
where xx is a number.
This command code will break up the wing into xx smaller wings only
whenever the wing enters combat (minimum breakup wing size 10). The
smaller wings will reform again into one Wing after combat (less
casualties).
Pros:
Resource Points can be saved by storing all your wings in a fleet into
one wing.
One Wing is easy to manage
Wing Tatics are improved. Will the incomming wing be one large wing or
several smaller ones when it enters combat?
Examples:
* A wing of 10000 fighters with a command code of B50 shall be broken
up into 50 wings of 200 fighters when it enters combat.
* A wing of 200 fighters with a command code of B35 shall be broken up
into 20 wings of 10 fighters when it enters combat. (because the wing
cannot be broken up into 35 wings and the minimum wing size is 10
therefore only 20 wings can be created)
(In the case of odd numbers where the fighters cannot be divided into
equal size wings the
remainder are added into a new smaller wing (which maybe smaller than
10))
Pseduo Code For Tim:
Code=Bxx
' Add check to verify xx is a number
iRequestedNumWings=xx
minWingSize=10
' Check if wing can be broken into full number of requested wings
If iBreakWing*minWingSize < numOfFrighters Then
' Wing can be broken into request number of Wings
numberOfWings = iRequestedNumWings
WingSize = RoundDown(numOfFrighters/iRequestedNumWings)
If Mod(numOfFrighters/iRequestedNumWings) > 0 then
'Make one extra wing with the remainder
ExtraWingSize = Mod(numOfFrighters/iRequestedNumWings)
end if
Else
' No: Wing cannot be broken into request number of Wings
numberOfWings = RoundDown(numOfFrighters/minWingSize)
WingSize = minWingSize
If Mod(numOfFrighters/minWingSize) > 0 then
'Make one extra wing with the remainder
ExtraWingSize = Mod(numOfFrighters/minWingSize)
end if
End If
CreateNewWings(numberOfWings, WingSize, ExtraWingSize)
Please provide comments on this idea...good bad or indifferent! >> Stay informed about: New Wing Code (Discussion) |
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Since: Mar 03, 2005 Posts: 101
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(Msg. 2) Posted: Mon Apr 24, 2006 6:28 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Aug 21, 2005 Posts: 691
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(Msg. 3) Posted: Mon Apr 24, 2006 8:15 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Sep 07, 2005 Posts: 153
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(Msg. 4) Posted: Mon Apr 24, 2006 10:04 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Interesting idea. I would like to see it. Would give a lot of carriers
new options...
Should be no problem as there is already code which generates home
guards wings which need no RPs and which do not hit the 20000 object
limit as they only are vcr objects. But a little more work has to be
done to merge the right micro wings into one wing back and dock it to
the carriers in the case that you attack with many of such Bxx-wings.
What if the carrier itself is destroyed but a another of same type
survives the battle and the whole fleet is on a fly by attack? Shall
the Bxx-wings left behind or shall it docked to a suited carrier with
empty bays? Or shell it left behind?
GFM GToeroe >> Stay informed about: New Wing Code (Discussion) |
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Since: Oct 15, 2005 Posts: 204
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(Msg. 5) Posted: Mon Apr 24, 2006 12:10 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I assume that you would want to add some code to maintain the
integrety of the wing distribution. If that is done it would make it a
very useful tool. In other words a 0/500/500 with B10 should create 10*
0/50/50 not 5*0/100/0 and 5*0/0/100. >> Stay informed about: New Wing Code (Discussion) |
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Since: Apr 19, 2006 Posts: 14
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(Msg. 6) Posted: Mon Apr 24, 2006 1:58 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Just a couple of things you may wish to consider, since every change
has a consequence:
Cons:
- Makes the Air Attack Base almost useless. This is the point of it,
to makes wings as you want.
- Makes Resource Points less meaningful. You have to choose between
things now... seems like with this code that you can have your cake and
eat it too.
- Makes Fighter Bay size less restricting. I like the wing sizes set
by bay size <even if it makes no sense  > makes for tougher
choices when fleet building.
Before changes like this are incorporated, I'd like to know if the
fighter combat logic is set as is or will be 'fixed' as people are
calling for. I remember not too long ago fighters were VERY different
in combat than they are now. Once very powerful, then not so much,
then powerful again, repeat with each change (sand caster immunity,
etc). Now, this change could seem harmless now, but if TIM is to 'fix'
the logic of combat as has been suggested, this could result in
fighters way overpowered again. >> Stay informed about: New Wing Code (Discussion) |
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Since: Feb 28, 2005 Posts: 150
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(Msg. 7) Posted: Mon Apr 24, 2006 3:24 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I like the idea a lot!! I think it should go up for the Tim
consideration factor. Even if Tim fixes the currant fighter bugs I
would like to see this implemented. If it becomes too powerful simply
increase fighter cost. I find economics an excellant way of fixing
things, I'm such a child of capitalism >> Stay informed about: New Wing Code (Discussion) |
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Since: Mar 24, 2006 Posts: 94
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(Msg. 8) Posted: Mon Apr 24, 2006 3:55 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I'm somewhat for this... I actually thought of this myself awhile back and
didnt;' have time to post about it. Wings are currently broken as designed.
If the aren't going to be fixed then this would bandage them somewhat
suffieciently. However, I'd really much rather see them fixed.
"Doc" <doconnor76 RemoveThis @hotmail.com> wrote in message
news:1145884248.617113.52580@v46g2000cwv.googlegroups.com...
>I wanted to discuss this option here first before putting it as a
> request into Wiki and I shall only put it into Wiki if it gains
> support.
>
> Because there has always been a lot of disussion on Large v's Small
> wings.
> In Summary:
> Large Wings are strong, use few resource points but poor against sand
> casters but good v's PD.
> Small Wings are good, but eat into your resource points but good
> against sand casters but poor against PD and doing large damage.
> But the enemy can see what wings you have comming and can set up
> counter measures.
>
> What I propose is the following command code for Wings:
> Bxx
> where xx is a number.
>
> This command code will break up the wing into xx smaller wings only
> whenever the wing enters combat (minimum breakup wing size 10). The
> smaller wings will reform again into one Wing after combat (less
> casualties).
>
> Pros:
> Resource Points can be saved by storing all your wings in a fleet into
> one wing.
> One Wing is easy to manage
> Wing Tatics are improved. Will the incomming wing be one large wing or
> several smaller ones when it enters combat?
>
> Examples:
> * A wing of 10000 fighters with a command code of B50 shall be broken
> up into 50 wings of 200 fighters when it enters combat.
> * A wing of 200 fighters with a command code of B35 shall be broken up
> into 20 wings of 10 fighters when it enters combat. (because the wing
> cannot be broken up into 35 wings and the minimum wing size is 10
> therefore only 20 wings can be created)
> (In the case of odd numbers where the fighters cannot be divided into
> equal size wings the
> remainder are added into a new smaller wing (which maybe smaller than
> 10))
>
>
> Pseduo Code For Tim:
>
> Code=Bxx
> ' Add check to verify xx is a number
> iRequestedNumWings=xx
> minWingSize=10
> ' Check if wing can be broken into full number of requested wings
> If iBreakWing*minWingSize < numOfFrighters Then
> ' Wing can be broken into request number of Wings
> numberOfWings = iRequestedNumWings
> WingSize = RoundDown(numOfFrighters/iRequestedNumWings)
> If Mod(numOfFrighters/iRequestedNumWings) > 0 then
> 'Make one extra wing with the remainder
> ExtraWingSize = Mod(numOfFrighters/iRequestedNumWings)
> end if
> Else
> ' No: Wing cannot be broken into request number of Wings
> numberOfWings = RoundDown(numOfFrighters/minWingSize)
> WingSize = minWingSize
> If Mod(numOfFrighters/minWingSize) > 0 then
> 'Make one extra wing with the remainder
> ExtraWingSize = Mod(numOfFrighters/minWingSize)
> end if
> End If
> CreateNewWings(numberOfWings, WingSize, ExtraWingSize)
>
>
>
> Please provide comments on this idea...good bad or indifferent!
> >> Stay informed about: New Wing Code (Discussion) |
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Since: Aug 21, 2005 Posts: 691
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(Msg. 9) Posted: Mon Apr 24, 2006 4:05 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I say let try it now.
The new Command Code could always be disabled if ever needed, because
of major fighter "Fix"...
Maybe a Limitation when fighter are docked to a ship, they can not
divided in more than the nubers of bay. (Because each bay as it own
mecanisim for lunching fighter and forming wing take time).
Free floating wing have no limt, since there already in space and in
formation.
Less micro, more option, and fighter bay limitation still in place.
Lord Lancelot >> Stay informed about: New Wing Code (Discussion) |
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Since: May 29, 2004 Posts: 450
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(Msg. 10) Posted: Mon Apr 24, 2006 11:52 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Previously, you made your choices and were stuck with them. It forced
people to think ahead. I liked that. But I like your idea better.
However I would like it balanced by giving ships more flexibility.
Something like a command code to make them stick closer to their fleet
leader in battle, for example. Otherwise fighter races get a significant
new edge.
--
Paul Honigmann >> Stay informed about: New Wing Code (Discussion) |
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Since: Aug 21, 2005 Posts: 691
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(Msg. 11) Posted: Tue Apr 25, 2006 1:11 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Maybe you missed my idea in post # 10
"Maybe a Limitation when fighter are docked to a ship, they can not
divided in more than the nubers of bay. (Because each bay as it own
mecanisim for lunching fighter and forming wing take time). "
Lord Lancelot >> Stay informed about: New Wing Code (Discussion) |
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Since: Aug 21, 2005 Posts: 691
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(Msg. 12) Posted: Tue Apr 25, 2006 1:40 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Yes very good idea, but why not use Ship "Escort" from the nav option,
to stick real close to each other in VCR.
I would also like if Wings on escort would stay close and protect ships
instead of attacking, or taking coffe break alone in a dark corner of
the VCR.
But Either with code or Escort I'm 1 0000% for it.
Lord Lancelot >> Stay informed about: New Wing Code (Discussion) |
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Since: Sep 07, 2005 Posts: 153
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(Msg. 13) Posted: Tue Apr 25, 2006 1:56 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Your points have to be taken into the consideration. And before it is
implemented it will be able to be tested.
The main advantage I see is the reduction of micro management. The game
needs reduction of micro management. And this would be a way to do it
for fighter. However the more sophisticated method would be to add
fleet/group command abilities for wings AND (and not only for wings) a
way to give the possibility to set up instructions and group/fleet
membership when you give the order to create the wing.
GFM GToeroe >> Stay informed about: New Wing Code (Discussion) |
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Since: Mar 01, 2005 Posts: 346
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(Msg. 14) Posted: Tue Apr 25, 2006 3:55 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I donŽt like you idea.
Sure IŽll reduce micro. But better would be allowing groups of wings.
Although it does make sense in adding reality factor it does not makes sense
in planets. Why?
Mini-wings are quite effective. You should need something extra to use large
numbers of it (this is what is called ressource points and atm you need
micro, too).
It opends mini-wings to any race that have pod bays as they are not
limiting. Fighters can become much stronger for some races (you can use
mini-wings on attack raid in large numbers). VCR will be overloaded with
fightes. Just think of Robot, EE, Sol, Crystal, etc... Those Races are
designed to have big bays and you idea would make that design idea usless
(Imagine a Super Star Carrier with 1000 EE mini-wings). Further adjustment
of fighters might be needed of wich IŽm agaist.
It is not obeying the 20000 objects limits in game. Although only a problem
in late game but then a big one.
Althought nice idea by default I think IŽll never make it into planets.
Greetings
Sebastian >> Stay informed about: New Wing Code (Discussion) |
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Since: Apr 19, 2006 Posts: 14
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(Msg. 15) Posted: Tue Apr 25, 2006 5:36 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> Yes very good idea, but why not use Ship "Escort" from the nav option,
> to stick real close to each other in VCR.
I suggested this years ago... it died in committee.
This would make a big difference. >> Stay informed about: New Wing Code (Discussion) |
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