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New Wing Code (Discussion)

 
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 16) Posted: Tue Apr 25, 2006 6:55 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.]
Archived from groups: alt>games>vgaplanets4 (more info?)

They already have this edge.

They just need a leader with the insight for the need to make use of it and
the time and dedication to do it.

Fighters are broken.

That wings work better busted up and in smaller units than what would fill a
fighter hold is contrary to the game design

What is suggested is just a patch. If we're willing to accept our wings are
flown by tardos, so be it. Id rather this isn't the case though....
whatever the case: something really needs to be done about fighters.


"KlingonKommand" <Paul.DeleteThis@nurk.fnord> wrote in message
news:WtFUN1H8aVTEFwik@furfur.demon.co.uk...
> 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

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Doc

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Since: Mar 03, 2005
Posts: 101



(Msg. 17) Posted: Tue Apr 25, 2006 7:26 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.]
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Thanks everyone for your feedback:

g....RemoveThis@gtoeroe.de
>>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<<
True this needs to be added after combat, I see each wing as a Squadron
with its formation command (Bxx) and each squadron of fighters acts
like a wing does now. If a squadron of wings breaks up into formation
for combat, I would see that formation of fights comming back together
into the same Squadron Wing after combat. i.e. if two Wings (Squadrons)
enter combat and break up into formation, then after combat the 2
Squadron Wings reform back into its group and will leave (assuming the
Squadron Wing is not destroyed) as two wings again.

>>What if the carrier itself is destroyed .<<
If two docked Squadron wings enter combat (A & B) and each wing is
docked ShipA and ShipB. If ShipA gets destroyed, what happens to the
Wing that was docked to Ship A in the current code. I personally do not
know the answer to this, but I do not see the Bxx command code changing
what ever currently happens in that case.

morningstar
>>add some code to maintain the integrety of the wing distribution<<
True! This would have to be added in and catered for.

Sir Dave
>>Makes the Air Attack Base almost useless<<
I don't see how this code makes Air Attack Bases useless. You still
need something to get Wings into Space. You still need something to
create mixtures of Wings. The Bxx code will not do this for you.

>>Makes Resource Points less meaningful<<
I would agree to disagree. Resource Points, as I see them, is a
software limit placed on the game so that Low Spec PC machines do not
run into memory usage errors. And I see the Bxx Code a useful way of
expanding the game and reducing Resource Point usage if your game style
prefers the usage of many smaller wings.

>> Makes Fighter Bay size less restricting<<
The Fighter Bay size restriction is still upheld. Under current coding
you cannot dock a Wing greater that the total Fighter Bay size to a
ship. The Bxx code would not affect this restriction to docked wings.

>> Fighter combat logic still to be fixed...<<
True! Fighter combat and Ship combat are still under review and need
some tinkering.

soxee
>>If it becomes too powerful simply increase fighter cost<<
Such a simple solution to a complex problem. But I still think some
tinkering is needed in fighter and ship combat.

Lord Lancelot
>> Maybe a Limitation when fighter are docked to a ship they can not divided in more than the numbers of bay<<
Personally, I would not add any further restrictions, if you keep it
plain and simply there is less chance of introducing unnecessary bugs.

Sebastian
Sorry Sebastian, I don't truly understand what point you were trying
to get across there.

KlingonKommand
>> Something like a command code to make them stick closer to their fleet leader in battle <<
I would like this too, but this would fall under the Fighter combat
logic which still needs to be fixed. And using the Wing\Ship
"Escort" like [Lord Lancelot] suggested would work best, logically.

g....RemoveThis@gtoeroe.de
>>a sophisticated method would be to add fleet/group command abilities for wings<<
I would like to see this in place too. But the basic enhancement for
the Bxx command is to reduce micro-management, reduce resource point
usage for Swarm wings, and to enhance Wing tatics. A wing is a
collection of fighters and should be more adaptable. The game however,
"must" have a sophisticated method for fleet/group command
abilities for wings and ships added into the Client, even if the Bxx
code makes it into the game.

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Magik

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Since: Mar 02, 2005
Posts: 277



(Msg. 18) Posted: Tue Apr 25, 2006 7:47 am
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.]
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The resource points / objects limitation is hard coded in the software,
even in the VCR code. It is theoretically possible that if enough
wings are "broken up" this way while entering the combat, it will
exceed the 20k limit and break the game. Therefore, the command code
on the wing would have to be processed during resource point
limitations and count against your resource points so that the amount
of objects isn't exceeded. For example, if you have a 500/0/0 wing
with the command code B50, then this single wing would consume 10 of
your resource points because that is what it would take up in combat.

However, this could lead to abuse so that someone could force the
object limitation to be reached sooner. Imagine a Robot player
building lots of large wings with their 5 mc fighters with the B99
command code on them.

Magik
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gfm

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Since: Sep 07, 2005
Posts: 153



(Msg. 19) Posted: Tue Apr 25, 2006 7:49 am
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It is not dead. But it needs additional code. All these suggetions can
be tested more or less soon...

GFM GToeroe
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gfm

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Since: Sep 07, 2005
Posts: 153



(Msg. 20) Posted: Tue Apr 25, 2006 7:55 am
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Which attack plan would you like to see for such wings? The attack plan
of the mother wing?

GFM GToeroe
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Doc

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Since: Mar 03, 2005
Posts: 101



(Msg. 21) Posted: Tue Apr 25, 2006 8:06 am
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Yes. The same attack plan as the Squadron Leader.
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Njin

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Since: Apr 25, 2006
Posts: 5



(Msg. 22) Posted: Tue Apr 25, 2006 10:20 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.]
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This is a nice idea but it has one weakness. After a fight when
fighters have been lost from the small wings the large wing they reform
into will hae a different fighter ratio. When it fights again the large
wing will break into squadrons that have a different ratio from before.
In high-level play the ratio can make all the difference so players
will end up just having to make loads of size 10 wings like they do
now. And then players will need a fighter group thing again. It might
involve less wasted work to just make a fighter group tool now instead
of adding this command code, a reforming system, a check for fighter
bays, a new object limit detection system and then a fighter group tool
anyway.


Njin
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 23) Posted: Tue Apr 25, 2006 11:47 pm
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I thought this was an excellant point at first (and probably still is).
However, the wing after each fight will reform into the one wing again,
which would then recalculate for the next fight, even if it is in the
same turn. To me this is not really a problem its just making sure the
dots go into the right places Smile The problem as you see it, is more
like a bit of realism for me as well. In real life army battles,
different units suffer casualties and usually have to merge into one
another in order to continue the fight.
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Njin

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Since: Apr 25, 2006
Posts: 5



(Msg. 24) Posted: Wed Apr 26, 2006 2:01 am
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Now that I think about it again, due to averages the ratios shouldn't
change all that much after a battle (the stronger fighters should
survive more often and adding them to a wing should improve it)... and
the only race that suffers if it doesn't have _exactly_ the right ratio
is the Solorians (because of their T1 and T3 glitch thing).

Creating reinforcement wings and getting them to the front lines could
add a whole new level of strategy...

I support this proposal!


Njin
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Sebastian

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Since: Mar 01, 2005
Posts: 346



(Msg. 25) Posted: Wed Apr 26, 2006 9:55 am
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> Sebastian
> Sorry Sebastian, I don't truly understand what point you were trying
> to get across there.

So once again:

You know thereīs a big difference between many small wings and few big
wings. Difference in order to space movement (out of combat) and the
firepower, usebilety inside combat.

Personally Iīm of the opinion that the smaller wings are the more effective
they are. Certain races have only huge fighter bays and fightery can only
move slowly on their own. The effect is that thereīs either a limitation of
fighter range at max efficiency (mini-wings) or a limitation on efficency at
great range (docked to a carrier with limited fighter bays).
By introducing this new CC those limitations in range or efficency are
brocken. For some races fighters will become much stronger that before as
they could now use mini-wings with big fighter bays. So by introducing this
CC the balance for those races will change and need rebalance.

And like someone else has pointed out: Air attack base is useless. One can
form smaller wings easily with that CC and does not need to launch each wing
individually. As you normally donīt want just one wing in combat (efficency
reasons) you normally form more than one wing. If you can split them up for
combat theres no need to have the additional miro managing many single
wings. So just build the desired number of fighters in the desired ration,
put replensh fighters on and later put in the CC. Then you have the desired
wing size without any air attack base (more than 1 wing in combat per base
per turn)

Allow wings in groups: Yes, please
But this CC is not good.

Got it? Or am I so fuzzy?

Greetings
Sebastian
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Sebastian

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Since: Mar 01, 2005
Posts: 346



(Msg. 26) Posted: Wed Apr 26, 2006 9:55 am
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> It is not dead. But it needs additional code. All these suggetions can
> be tested more or less soon...

You can test it now:
Take Diplomat, try 10 wings of 100 fighters against 100 wings of 10
fighters.

Greetings
Sebastian
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 27) Posted: Wed Apr 26, 2006 2:55 pm
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> And like someone else has pointed out: Air attack base is useless.

It is not nor would be useless. It is still very useful at bare minimim as
base defence. To that end I'd love it if I could turn off it's automatic
fighter deployment.
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soxee

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Since: Feb 28, 2005
Posts: 150



(Msg. 28) Posted: Wed Apr 26, 2006 3:29 pm
Post subject: Re: New Wing Code (Discussion) [Login to view extended thread Info.]
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Air attack base is useless. One can
form smaller wings easily with that CC and does not need to launch each
wing
individually. As you normally donīt want just one wing in combat
(efficency
reasons) you normally form more than one wing

Disgree here sorry. Even though you have one wing that can separate
into many, it is still ONE wing. Typing in the CC will not allow the
wing to spread out and attack other objects at different locations.All
this solution does is allow a wing to form into different battle groups
for the same fight. Its just like another attack option that in my
personal opinion makes the game better.
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