David Bethel
Please put all your comments on teh combat changes here.
David Bethel
QUOTE
What about exsiting officers that are not on a ship? (I've been rearranging things when I took over Ron's positions, and haven't got tham all assigned yet)


Since these change will be implemented in ~ 1month you have plenty of time. Only officers on ships in commnad will be converted - after that its down to negations with the GM
Steve-Law
QUOTE
[1] Squadrons are created via a political order, and the political is placed in command of the squadron created. Any ship he has inside the squadron can issue orders to the whole squadron.
[2] Squadron command can be transfered to another political or it can be
flagged as 'open access' where anyone in the squadron can issue squadron orders.


What's the difference betwen "open access" and "closed/standard access"? In both cases it says that any ship in the squadron can issue orders.
Steve-Law
QUOTE (David Bethel @ Aug 18 2004, 02:19 PM)
Since these change will be implemented in ~ 1month you have plenty of time. Only officers on ships in commnad will be converted - after that its down to negations with the GM

Fair enough. Will there be a place for officers in command of a starbase/outpost though?
David Bethel
QUOTE
What's the difference betwen "open access" and "closed/standard access"? In both cases it says that any ship in the squadron can issue orders.


Generally 1 political has command of a squadron (it is listed on his political turn). If the squadron is closed then only the commanding politicals ships can issue squadron orders.

If the commanding political makes the squadron open access (by assigning noone to the commander positions) then any ship in the squadron can initiate squadron orders (taht will be run by all ships in the sqaudron). If the squadron is open access its on everyones political.
David Bethel
QUOTE
Fair enough. Will there be a place for officers in command of a starbase/outpost though?


The naval officers are only necessary for ships - all other positions do not need them to add enemy lists etc. So any officer on a starbase will not be converted but will still add their combat exp as usual.
Mandible
Lots of it looks very good - I imagine a great deal of work has gone into it!

Regarding squadrons, it says if one ship is pulled into a battle the others will join it too. Will this mean there is a squadron level support/defend list (or the lists for the ship who was acting as squadron leader act for all)? If not, does this mean a squadron of cargo ships will all be pulled into a battle, when before perhaps some of them would have continued on? Id imagine a merchant squadron would consist of several cargo ships and some war ships - you would want the warships to stay and defend any cargo ships, whilst any other cargo ships not attacked to get out of the war zone). Or is the all or nothing a designed restraint on squardons?

Mark
David Bethel
All are are placed in the battle currenlty

QUOTE
If not, does this mean a squadron of cargo ships will all be pulled into a battle, when before perhaps some of them would have continued on?


Yes i can see what you mean - may be better to check SD - its not a major inconvenience for me to do that.
Steve-Law
BTW, forget to mention, well done David!

I was starting to get a little worried when you've been so quiet lately, I can see why now smile.gif

kilanuman
Will it be possible to join a squadron controlled by another allied affiliation. Say, Hive ships join a Flagritz squadron?
David Bethel
QUOTE
I was starting to get a little worried when you've been so quiet lately, I can see why now

I've been on 'holiday' for a month so i managed to get a lot done.


QUOTE
Will it be possible to join a squadron controlled by another allied affiliation. Say, Hive ships join a Flagritz squadron?


No sorry, squadrons are per affiliation however they require 1 set of orders and are run through 1 position (you don't get turns back for other ships ran unless they have a battle). So allied ppl will still have to coop as allies and not the same affiliation.
Rich Farry
QUOTE
[3] You can only attack positions that are on either on a posted list (any aff) or from an affiliation that you are currently at war with (wars are mutual while one side has an active war then the other side can attack you)


An ABC ship ventures into XYZ space where it is not allowed. XYZ wish to destroy the ABC ship for trespassing, however the incident is not serious enough to declare war over. The ABC ship is not currently posted.

How do XYZ attack without declaring war, or waiting to get the ship posted, which would also warn the ship they have been spotted when the "We have been posted by XYZ" message appears on their turn?
HPSimms
Squadrons

Can a political form a squadron from ships that are not under his control?

This is for warships being run by players without a political position of their own.


>[12] Torps are now -4 to hit per 1g of target speed (before it is modified for tractor beams)

If this is 1g instead of 1 unit of Combat Speed a lot of ships wll need a re-fit.

Average-ish Warship
Manoeuvre Speed: 0.4 g
Combat Speed: 5.07

Does Target Speed mean Combat speed? Please clarify this statement.

Geoff

David Bethel
QUOTE
How do XYZ attack without declaring war, or waiting to get the ship posted, which would also warn the ship they have been spotted when the "We have been posted by XYZ" message appears on their turn?


You can not. It formalises things a lot more to avoid

To attack the ship you post it. Its what posting is for, otherwise there is no point to it.

The warning only occurs at the point where you can attack the ship (not when the issue is created), so the person does not get much warning. Also this does not apply to starbases etc only to ships.
HPSimms
>The naval officers are only necessary for ships - all other positions do not need them to add enemy lists etc. So any officer on a starbase will not >be converted but will still add their combat exp as usual.

I have several officers with experience in starbases waiting for re-assignment to ships, can I get these "converted" to naval officers?

Geoff
HPSimms
QUOTE (David Bethel @ Aug 18 2004, 04:14 PM)
QUOTE
How do XYZ attack without declaring war, or waiting to get the ship posted, which would also warn the ship they have been spotted when the "We have been posted by XYZ" message appears on their turn?


You can not. It formalises things a lot more to avoid

To attack the ship you post it. Its what posting is for, otherwise there is no point to it.

The warning only occurs at the point where you can attack the ship (not when the issue is created), so the person does not get much warning. Also this does not apply to starbases etc only to ships.

Declaration of War - has this got a "secret" box so everyone is not informed. if not it excludes the possibility of pre-emptive strikes.

Is everyone informed if an AFF declares war?

Geoff
HPSimms
QUOTE (David Bethel @ Aug 18 2004, 02:40 PM)
All are are placed in the battle currenlty

QUOTE
If not, does this mean a squadron of cargo ships will all be pulled into a battle, when before perhaps some of them would have continued on?


Yes i can see what you mean - may be better to check SD - its not a major inconvenience for me to do that.

A mixed squadron seems a bit clumsy to handle - how about a battle squadron screening a freighter squadon instead of individual ships?

Still on the subject of squadrons, If one ship is disabled in a battle and cannot move will it be necessary to remove it from the squadron before moving the rest out?

Will there be sequencing problems????


Geoff
Ro'a-lith
QUOTE (David Bethel @ Aug 18 2004, 04:14 PM)
To attack the ship you post it. Its what posting is for, otherwise there is no point to it.

So, using the earlier example - if I spot a ship nosing around in a FGZ controlled system, let's say Winter for example, and if the enemy ship avoids starbases... once I have spotted it I have to wait for a vote to pass to post it before I can actually shoot at it?

Provided of course, that I am not at war with the affiliation controlling the ship in question, I would personally prefer the option to be able to shoot on them without needing to wait a week while the posting order goes through.

Similarly, having to 'declare' war draws the lines in a lot more definition than the political situation would dictate. For example, the FGZ - FCN situation. We are not at war, but neither are we exactly the friendliest of neighbours. A FCN ship poking about Winter last week may well have taken a pounding if I had remembered to get my pin-ships in the correct place (Doh!)
David Bethel
QUOTE
Can a political form a squadron from ships that are not under his control?

No - only politicals players can use squadron orders. Non political ships can be part of a squadron but they can not issue orders (only have orders issued for them). They can use open squadrons and note that these only issue to ships that are at the same location.... so it is possible.

QUOTE
>[12] Torps are now -4 to hit per 1g of target speed (before it is modified for tractor beams)
If this is 1g instead of 1 unit of Combat Speed a lot of ships wll need a re-fit.


Its combat speed, and yes more than 3g and you can not hit. Thats up for discussion though - the whole being really fast to launch is stupid.

QUOTE
I have several officers with experience in starbases waiting for re-assignment to ships, can I get these "converted" to naval officers?

Ok add to that officers with experience or in command....

QUOTE
Is everyone informed if an AFF declares war?

Everyone in the aff you are declareing war on is informed the moment the issue is passed by you.

QUOTE
if not it excludes the possibility of pre-emptive strikes.

Posted list
David Bethel
QUOTE
Similarly, having to 'declare' war draws the lines in a lot more definition than the political situation would dictate. For example, the FGZ - FCN situation. We are not at war, but neither are we exactly the friendliest of neighbours. A FCN ship poking about Winter last week may well have taken a pounding if I had remembered to get my pin-ships in the correct place (Doh!)


Basically thats war for me. I can change the name if you like to Hostilities.

We can also make posting immediate if you like but that would prob need to be acompanied by a 1000 stellar charge to provent sillies, but that could be added as a default bounty.
Mandible
QUOTE (David Bethel @ Aug 18 2004, 03:39 PM)
QUOTE
Similarly, having to 'declare' war draws the lines in a lot more definition than the political situation would dictate. For example, the FGZ - FCN situation. We are not at war, but neither are we exactly the friendliest of neighbours. A FCN ship poking about Winter last week may well have taken a pounding if I had remembered to get my pin-ships in the correct place (Doh!)


Basically thats war for me. I can change the name if you like to Hostiles.

We can also make posting immediate if you like but that would prob need to be acompanied by a 1000 stellar charge to provent sillies, but that could be added as a default bounty.

I would like to separate states for attacking people -

1 Defence - if you are in a system claimed by yourself, your can attack anyone (so if you dont want anyone coming into your space, you can blow them away immediately they are spotted). If the programming cant recognise system claims, then could it be allowed to set who you attack in an individual system (so say, I will attack everyone in Winter System, have Yank system in your DNT list, support you allies in Inferno System, etc).

2 War - as already suggested by yourself (attack anywhere).

I think being xenophobic about your own space and who gets to be there (defending your turf) is different to going out and actively hunting down an enemy (war).

Mark
David Bethel
We can leave posting as it is.

War may need changing to HOSTILE because it does not mean that you will persue it, it means that you will allow that enemy to be added.

We can add a free fire systems for affs, so that they can attack anyone within a system they declare as free fire.

Do we want to make DNT (Do not target) lists automatic for allies ?


David Bethel
QUOTE
A mixed squadron seems a bit clumsy to handle - how about a battle squadron screening a freighter squadon instead of individual ships?

Not possible in the current way its done.

QUOTE
Still on the subject of squadrons, If one ship is disabled in a battle and cannot move will it be necessary to remove it from the squadron before moving the rest out?

It would curerntly - i'll think on that. Certainly disabled ships could be ignored but badly damaged ships cause other problems.

QUOTE
Will there be sequencing problems????

Squadron orders run through the standard interface, its just another turn. You can run turns before and after via sequence. Just the issue with sequecned updating starbases that are the problem
Mandible
QUOTE (David Bethel @ Aug 18 2004, 04:08 PM)
We can add a free fire systems for affs, so that they can attack anyone within a system they declare as free fire.

That would be cool! Presumably the free fire would only be for your affiliation (and maybe allies??) - anyone else entering your system doesnt get free fire, they would have to have you on their posted list, be at war, etc?

If its possible, does that mean you can have no-fire systems too? So you could add neutral systems (like Yank for example) to your no-fire list.

Mark
kilanuman
QUOTE (Mandible @ Aug 18 2004, 05:15 PM)
If its possible, does that mean you can have no-fire systems too? So you could add neutral systems (like Yank for example) to your no-fire list.

But wouldn't that make it really hard for you to defend your system when the Hive battlefleet arrive and start pounding at your outposts? smile.gif With a no fire zone your assets would not return fire.
David Bethel
QUOTE
That would be cool! Presumably the free fire would only be for your affiliation (and maybe allies??) - anyone else entering your system doesnt get free fire, they would have to have you on their posted list, be at war, etc?


Nothing to do with owning the system - anyone could declare free fire anywhere. So an enemy aff could declare free fire on your system - everyone in the system would then get informed of it and it would be on the political situation order. Its all about declareing what you intend, it could be included in the system message also...

QUOTE
If its possible, does that mean you can have no-fire systems too? So you could add neutral systems (like Yank for example) to your no-fire list.


Makes sence - we will see how it pans out.
Guest
Actually the FCN ship in question had been there since the DNA put a "claim"... Unmoving...

ohmy.gif)
Ro'a-lith
QUOTE (Guest @ Aug 18 2004, 08:38 PM)
Actually the FCN ship in question had been there since the DNA put a "claim"... Unmoving...

ohmy.gif)

I have actually seen it in several different space squares. It wasn't in the quadrant it fled from last week until a day or two before (Or at least not scanned tongue.gif).

But that aside, I like the thought of automatically adding allies to the DNT list.

Similarly, and concurrent to this: Change the ability to target anyone (On naval officer-controlled ships) to 'neutral' and perhaps have an enforced targetting of enemy affiliations with 'war' status. Would certainly make people think twice about declaring open war against each other, given the repurcussions available.
Clay
QUOTE (David Bethel @ Aug 19 2004, 02:32 AM)
No - only politicals players can use squadron orders. Non political ships can be part of a squadron but they can not issue orders (only have orders issued for them). They can use open squadrons and note that these only issue to ships that are at the same location.... so it is possible.

So..... it is possible for me to set up 100 Dummy accounts and get 100 new starting ships....
Then I use my legitimate political to create a Squadron and I add all these new "freebie" ships to my squadron.....

I now have 101 ships in a squadron to use as cannon-fodder, screening etc....

If I read that right, there is a major opertunity for abuse that should be plugged. rolleyes.gif
Clay
Officers [6]
Just to clarify....

Do you need to DECLARE WAR or POST PIRate positions before you can shoot at them? Or are they automaticallly considered a viable target?

Doesn't matter either way as you can just Declare War on them anyway (And add any friendly PIR to the DNT list...) but it would be nice to know for certain. Otherwise PIRs might get a free-ride while affs realise they can't shoot back at first..... unsure.gif
(EDIT: When I say shoot-back, I mean hunt them down after the sighting/event. Not shooting back during combat if already initiated....)
Clay
BOUNTY!

If I place ship ABC onto my posted list and add a bounty of $10,000 ot it...

1) When does the bounty come out of my political account? As soon as it's claimed, or when the bounty is set??

2) If the Bounty only leaves my account when claimed... what happens if I don't have enough $$ to cover it? I go into debt?

3) Ship ABC floats into another affs warfleet and they kill it. Do THEY get the bounty? Or is the bounty only paid to my aff members (and/or allies)?

4) If somoene I am at war with kills a ship I have a bounty on.... do I actually pay my enemy the bounty?


I would like the option to set an internal (my aff + allies) or and external (everyone including enemies) payment option. So I can either set my own boys onto ABC's trail or declare open-season for other affs.
I wouldn't need a standing warfleet if I can pay bounties to (for example) the RIP to hunt my enemies for me..... cool.gif
Clay
Squads and orders.....

Can you issue a Squadron Order to....

1) Change Defend/Support/Enemy/Ground/DNT lists?

2) Buy/Sell/Pickup/Deliver there by using 10 small ships to work together to move huge amounts of stuff around? Or so that all your warfleet can re-arm at the same time?

3) Rec Visit.... all the crews get blotto together! tongue.gif

4) Maint/Repair visits to bring the entire Squad back to full working order in one hit?

5) Scan location. 10 Sensor ships hunting out enemies together, or scanning for hidden asteroids...
Clay
Screening.....

.... and point defence.

My slow-boat fighter carrier is being screened by my interdictor-of-doom, when 40-gadzillion missiles come hurtling in.....

1) Please clarify that my screening ship IoD slows down to the same speed as the slow-boat (fairly obvious why!), and therefore becomes a much easier target (being unable to dodge etc)!
It would then logically follow that ships designed for Screening missions shouldn't be constructed to go any faster than their mark?

2) The screening ship IoD uses all of it's PD weapons and tricks to protect the slow-boat ONLY? If both are targetted, the IoD does NOT protect itself?

3) The slow-boat uses its PD weapons ASWELL to defend itself? Thus having two ships worth of PD stuff as defence... blink.gif
Clay
Lastly.....

Congrats David and Mica. These look like some great additions/alterations.
Sorry for all my Qs, but I'm just trying to clarify. Don't take them as critisms... biggrin.gif
Avatar
I'd like further clarification regarding torpedoes.

Is it a penalty over pure speed or on the speed diferential between attacker and target ship?

I hope it's the later. Like in modern day ships (well WWII anyway) fast destroyers and PT boats could slip past enemy formations and launch a few torpedoes.
Rich Farry
QUOTE (Ro'a-lith @ Aug 18 2004, 10:55 PM)
Similarly, and concurrent to this:  Change the ability to target anyone (On naval officer-controlled ships) to 'neutral' and perhaps have an enforced targetting of enemy affiliations with 'war' status.  Would certainly make people think twice about declaring open war against each other, given the repurcussions available.

IMO this takes too much control away from the player.
Guest_Howellers
QUOTE (Ro'a-lith @ Aug 18 2004, 10:55 PM)
QUOTE (Guest @ Aug 18 2004, 08:38 PM)
Actually the FCN ship in question had been there since the DNA put a "claim"... Unmoving...

ohmy.gif)

I have actually seen it in several different space squares. It wasn't in the quadrant it fled from last week until a day or two before (Or at least not scanned tongue.gif).

But that aside, I like the thought of automatically adding allies to the DNT list.

Similarly, and concurrent to this: Change the ability to target anyone (On naval officer-controlled ships) to 'neutral' and perhaps have an enforced targetting of enemy affiliations with 'war' status. Would certainly make people think twice about declaring open war against each other, given the repurcussions available.

Been there since the DNA starbase was there....... ohmy.gif)

As far back as my political turns go atm actually... And it was unmoving at least as far back as the beginning of July (which is when it last got an update run on it), and i'm pretty sure since before that as well.

So my new cloaking technology works just fine <g>
David Bethel
QUOTE
Do you need to DECLARE WAR or POST PIRate positions before you can shoot at them? Or are they automaticallly considered a viable target?


PIR are viable targets for any naval officer

QUOTE
1) When does the bounty come out of my political account? As soon as it's claimed, or when the bounty is set??

When the bounty is set.

QUOTE
3) Ship ABC floats into another affs warfleet and they kill it. Do THEY get the bounty? Or is the bounty only paid to my aff members (and/or allies)?

Whoever kills the ship gets the bounty

QUOTE
4) If somoene I am at war with kills a ship I have a bounty on.... do I actually pay my enemy the bounty?

Yes
Bounties are handled by the EEM after issued - end. No options, its just too messy.

Squadrons - i believe all the orders you mentioned are squadron orders. There is a new catagory on the order editor or squadron orders and squadron standing orders - any other orders will not work.

QUOTE
Please clarify that my screening ship IoD slows down to the same speed as the slow-boat (fairly obvious why!), and therefore becomes a much easier target (being unable to dodge etc)!


I believe that the intent was to have the dodge of the screener be reduced to that of the target - or its too open to exploit.

QUOTE
2) The screening ship IoD uses all of it's PD weapons and tricks to protect the slow-boat ONLY? If both are targetted, the IoD does NOT protect itself?


Screening only transfers the target to the screening vessel - nothing else. The one its screening may be targeted by another ships and unless there is another screen it will be targeted.
David Bethel
QUOTE
I'd like further clarification regarding torpedoes

Is it a penalty over pure speed or on the speed diferential between attacker and target ship?


Its the targets speed, and its open for other suggestions.

QUOTE
I hope it's the later. Like in modern day ships (well WWII anyway) fast destroyers and PT boats could slip past enemy formations and launch a few torpedoes


And they usually got trashed, which does not happen with the differential speed thing. Perhaps to fire torps you have to drop your dodge ?
David Bethel
Enemy lists: Amendment

[1] Naval officers can add anything to their enemy list, except allies.
[2] Posted allies can be fired at.
[3] Allied that are not posted can not be targeted.
[4] Breaking an alliance, will break it from both sides and inform the whole aff
[5] Wars will have no effect on enemy lists, they will be left in for other things to do with civilian governments.

This will allow affs to decide who not to fire on, but they can attack anyone else or posts induvidual members of an allied aff. There will be no free fire systems, it is assumed that allies are really allies and will not be fired at. NB Allied are not placed on DNT lists, you can just not add or keep allied affs on an enemy list.
Avatar
Some more issues

Targetting lists
[4] - What happens to those who have a mutual pact defense if they share a world?
Does one have to be an AFF ally now to be able to defend other affs? I can understand support, but defend no!

Officers
[2]and [5] - I'm really sad that ranks are once again being mistreated! However I realize that even newbie captains know an enemy when they see one and don't need and Admiral to tell him to open fire.
With the addition of Squadrons, maybe a new niche can be found for higher ranking officers, like putting a ship, or hull cap for each rank. If you have a hug squadron you need an Admiral. Something like group coordination efficiency?!!?
That would mean a cost differential as well for each rank

General space combat changes
[5] I never understood how rail guns counted as indirect fire. I mean you get mass and generate enough push to fire it at enormous speeds in a straight line.
I don't understand what the anything can be flagged as indirect means? If every weapon can fire indirectly, then the classification becomes useless.

[12] Again the torps. If you flying at 3.0 g and you opponent is at 2.0 it will feel like the target is a slug, but if you're at 1.0 g he will appear much faster. I say the penalty should apply to combat speed difference between the 2 ships.
Are torpedos too powerful? Perhaps screening ships will solve that?

To complete

[2] Could you please clarify what is meant by cargo on a warship? Installed equipment? or stuff inside a magazine or something?
Installed equipment could be up to 3000 mu on a 100 heavy huller. 3000/100 is 30...do you mean a 30% dmg split that will hit the interior???

Unrelated!!!

Are ships supposed to take damage by being landed by orbital docks

HPSimms
What is the situation for enemy lists, etc, for Starbases and Platforms in the light of the ship changes.

Geoff
Guest
And how long will it be before these changes are incoperated into the ship editor, so as you can use them while designing ships?????
David Bethel
QUOTE
What is the situation for enemy lists, etc, for Starbases and Platforms in the light of the ship changes.


I ammended the targeting lists text - its for ships only (i forgot). Platforms/ Starbases / Gps are not affected.

QUOTE
And how long will it be before these changes are incoperated into the ship editor, so as you can use them while designing ships?????


I can run a ship editor off after i have the space combat do - about 1 day todo after i have a fixed model. Some more issues

QUOTE
[4] - What happens to those who have a mutual pact defense if they share a world?


The lists only apply to ships - so starbases/platforms are ok. You can enter the fight with ships using enemy lists as there are now no restrictions.

QUOTE
[2]and [5] - I'm really sad that ranks are once again being mistreated! However I realize that even newbie captains know an enemy when they see one and don't need and Admiral to tell him to open fire.


Basically ranks are just a name - which is now incidently on the officers. I can not see a use for them that is not restrictive and does not dish out enough power to require everyone to be an admiral. I thought about the squadrons but i just saw paiun when ships were forgotten because of ranks that coul dhave been set for nothing....

QUOTE
I never understood how rail guns counted as indirect fire. I mean you get mass and generate enough push to fire it at enormous speeds in a straight line.

Its done because they can basically put a projectile into an arc/orbit that hits anywhere on the planet. Low orbital velocity is ~5km/s and rail guns have that kind of velocity (but you could no doubt control the velocity, thus landing the projectile where you want). The US is planing to use then for the next generation of artillary.

QUOTE
[12] Again the torps. If you flying at 3.0 g and you opponent is at 2.0 it will feel like the target is a slug, but if you're at 1.0 g he will appear much faster. I say the penalty should apply to combat speed difference between the 2 ships.
Are torpedos too powerful? Perhaps screening ships will solve that?


I have a problem that torpedos are supposed to be slow, and therefore the difference in speed seems to be totally wrong. And no matter how sluggish the opposition will be, the torp will be a slug to them......

QUOTE
Could you please clarify what is meant by cargo on a warship?


You mean 30/100 - its the item capacity of the hull - which is the installed section of the ship. So H=30/(100+30)=23% N=50/(100+50)=33% L=70/(100+70)=70% XL=90/(100+90)=90%

For heavys
Damage - > 77% Hull + 23% Installed items
Damage to Installed Items -> Destroys items + Destroys Item Cargo

QUOTE
Are ships supposed to take damage by being landed by orbital doc


Its a action that can incure a integrity loss - but its less than landing
Gandolph
just a suggestion on the squadron thingy

if i have 10 ships in my squadron and they are in a battle and 2 of them have been damaged and are unable to move, this potentially means i have to sequence the remove of said vessels from squadron etc etc otherwise it would stop the whole squadron from moving.

how about :

if i submit a squadron order, and within the same batch of orders i have also submitted orders for the 2 ships to carry out seperate orders, IE emergency jump or what ever, it scans the turn file first, looks through and see's, oh yes i have a squadron order, move the 8 ships as per that order, and i have 2 seperate orders automatically remove them from the squadron and run seperately.

is that achievable, and sorts out the problem of not having loads of ships staying in a hopeless battle due to 1 ship knackering up the squadron order. (i realise this never happens to us obviously rolleyes.gif )
David Bethel
QUOTE
and i have 2 seperate orders automatically remove them from the squadron and run seperately.


That removes the flexibility which comes from the use of sequencing ... however i think i have solutions that covers both.

A squadron is formed from all squadron ships at the location of the ship that issues the squadron orders. So all we do is add a Ignore Squadron Ship {} Order and we should be away.

So when a Start squadron Orders, is issued it looks through that turn for a Ignore Squadron Ship {} and removed that ship from the list of ships taht wil be issued orders. I'm also going to drop any ship from the squadron that can not move, or we will get lots of screw ups.

BTW is you issue squadron orders on a ship that is stuck you are stuff for sure....
HPSimms
QUOTE (David Bethel @ Aug 20 2004, 11:42 AM)
QUOTE
and i have 2 seperate orders automatically remove them from the squadron and run seperately.


That removes the flexibility which comes from the use of sequencing ... however i think i have solutions that covers both.

A squadron is formed from all squadron ships at the location of the ship that issues the squadron orders. So all we do is add a Ignore Squadron Ship {} Order and we should be away.

So when a Start squadron Orders, is issued it looks through that turn for a Ignore Squadron Ship {} and removed that ship from the list of ships taht wil be issued orders. I'm also going to drop any ship from the squadron that can not move, or we will get lots of screw ups.

BTW is you issue squadron orders on a ship that is stuck you are stuff for sure....

I like the Ignore Ship {} option, it will allow you to leave pinned ships to try emergency jumps as well as not keeping the rest there for the ones that cannot move.

Having the cannot move ships automatically ignored is a bit iffy unless cannot move is carefully defined.
A ship in orbit with only thrust engines can move out of orbit but will seize up for system movement and jumps.
Similar situations occure if a ship has lost either its ISR engines or Jump capability.

So what is cannot move, precisely?

Geoff
Dan Reed
QUOTE (Gandolph @ Aug 20 2004, 09:48 AM)
if i submit a squadron order, and within the same batch of orders i have also submitted orders for the 2 ships to carry out seperate orders, IE emergency jump or what ever, it scans the turn file first, looks through and see's, oh yes i have a squadron order, move the 8 ships as per that order, and i have 2 seperate orders automatically remove them from the squadron and run seperately.

is that achievable, and sorts out the problem of not having loads of ships staying in a hopeless battle due to 1 ship knackering up the squadron order. (i realise this never happens to us obviously rolleyes.gif )

As I read the announcement, the squadron orders form part of the single ship's turn (with the rest of the squadron following that ship's lead).

SO if you issue orders for those two ships to move away/emergency jump/whatever, then sequence the order for the ship which will have the squadron order cascade after those ships they will not be in the same location (assuming the emergency jump worked!), and so will not affect the squadron movement

Dan
HPSimms
QUOTE (Dan Reed @ Aug 20 2004, 04:23 PM)
QUOTE (Gandolph @ Aug 20 2004, 09:48 AM)
if i submit a squadron order, and within the same batch of orders i have also submitted orders for the 2 ships to carry out seperate orders, IE emergency jump or what ever, it scans the turn file first, looks through and see's, oh yes i have a squadron order, move the 8 ships as per that order, and i have 2 seperate orders automatically remove them from the squadron and run seperately.

is that achievable, and sorts out the problem of not having loads of ships staying in a hopeless battle due to 1 ship knackering up the squadron order. (i realise this never happens to us obviously rolleyes.gif )

As I read the announcement, the squadron orders form part of the single ship's turn (with the rest of the squadron following that ship's lead).

SO if you issue orders for those two ships to move away/emergency jump/whatever, then sequence the order for the ship which will have the squadron order cascade after those ships they will not be in the same location (assuming the emergency jump worked!), and so will not affect the squadron movement

Dan

And if the emergeny jump does not work you are truly up the creek without the proverbial paddle.

Geoff
Rich Farry
10k per naval officer seems very steep for smaller ships

1x Baseship @ 200 hulls - 10k
20x Gunships @ 10 hulls - 200k

While I appreciate there are pros and cons in ship size this seems very high.
Dan Reed
In reality, there are very few affs that do not have access to a range of ship sizes - we don't rely solely on Sabretooths, and I doubt the others do either

Dan
Rich Farry
QUOTE (Dan Reed @ Aug 21 2004, 05:11 PM)
In reality, there are very few affs that do not have access to a range of ship sizes - we don't rely solely on Sabretooths, and I doubt the others do either

Dan

Regardless of what ships an aff is using, the cost for putting a naval officer on a small ship seems disproportionate.
Clay
But surely the cost to TRAIN the Naval officer doesn't change, does it?

That fully qualified officer still spent all that time/money being trained, even if you decide to stick him on Toilet-Cleaning for the next 20 years.... tongue.gif
gordon
Just a quick question. It might have been covered already.

Do squadrons shoot at the same target?


Gord
David Bethel
QUOTE
Do squadrons shoot at the same target?


They follow their induvidual enemy lists. You can set an enemy via squadron orders but this is optional. Squadron orders are jsut a way of issuing the same orders many ships. The only difference to multiple turns is that all orders (and induvidual movement steps) are performed by each ship in the squadron before moving onto the next order (or step in the movement).

Movement steps are a section of the movement that can cause a scan.
So moving to a planet at alpha,5 when the ship starts are beta,1 will be turn

-Move to Planet {xxxx}
to
-Move to Alpha,1
-Move to Alpha,2
-Move to Alpha,3
-Move to Alpha,4
-Move to Alpha.5
Enter Orbit {xxxx}

Hope that covers it.
Mandible
Regarding a squadron of cargo ships - I assume the buy/sell/deliver orders cannot be used for a squadron ( as it doesnt know which of the ships to put the cargo into)?

Mark
Steve-Law
QUOTE (Mandible @ Aug 26 2004, 12:48 PM)
Regarding a squadron of cargo ships - I assume the buy/sell/deliver orders cannot be used for a squadron ( as it doesnt know which of the ships to put the cargo into)?

Ships within a squadron must still be processed one at a time, so presumably the cargo would be first placed in the first processed ship, any left over would go in the next etc?

(What will be the order of processing within a squadron btw? Can you schedule indivudual ships within one, can you schedule them with ships inside and outside of the squadron, can you schedule squadrons, etc.)
Auld Nick
Another question about squadron of merchant ships.

Will their ability to move single items be based on the total squadron capacity or on the capacity of individual ships?

If it is the total capacity then what happens to the item if not all the ships arrive?
Mandible
QUOTE (Auld Nick @ Aug 26 2004, 12:02 PM)
Another question about squadron of merchant ships.

Will their ability to move single items be based on the total squadron capacity or on the capacity of individual ships?

If it is the total capacity then what happens to the item if not all the ships arrive?

Not sure what you mean - if you mean can two ships, with a 2500cargo space each, when in a squadron (thus giving a total 5kmu capacity) carry a Principle (a 5kmu item) then I would think it cant...its still two separate ships, just following the same orders.

Regarding how cargo is put into ships, if your squadron is made of different types of merchant ships (different speeds, PDs, Marines, etc) then you would want your cargo put into the best defended cargo ships first. In case one of the ships gets stopped, boarded or something. So as Steve mentioned, how the squadron processes orders for its component ships needs to be able to be scheduled.

Mark
Mica Goldstone
The orders are processed for all positions. So one order to pick up 30k metals given to the squadron will mean that each and every ship attempts to pick up 30k metals and presumably fails, picking up what it is capable of picking up.

So if your squadron is mixed, i.e. one ship with 6k life another with 6k cargo and the order was to pick up 6k life and 6k metals, both ships would attempt both orders but would fail one apiece due to cargo restrictions.

The point of a squadron order is simply to issue the same orders to all the ships thereby cutting down on how many orders/cutting/pasting you have to do (and making sure that they act as a group through order processing).

There is nothing preventing you using a squadron order to move to a location then issueing individual orders to specific ships in order to achieve unique goals.

As stated, each ship is still treated as a separate entity.
Gandolph
can i make a suggestion regarding boarding actions.

can boarding actions be done by squadrons of ships, and upon completion of a boarding action can the newly boarded ship become a member of the squadron and move along with it, this seems sensible to me as the troops boarding would no doubt have the orders to move with the mother ship "as such"

and dare i say go one stage further seeing as you can specify the sort of ship you want to attack with space weapons, there should be an auto board facility as you ought to be able to specify the sort of ship you want to board. IE upon spotting a freighter it can board it assuming correct TU's are available.



Andy
1) Can a political have more than one squadron assigned to it?

2) Is my understanding correct that all ships in the squadron will move together and therefore check lists for every quad / orbit etc that the squadron enters?

If the ships are run one after the other then an enemy could be scanned by a ship in the middle of the squadron so the ships run before would not get involved in the battle.
David Bethel
QUOTE
1) Can a political have more than one squadron assigned to it?

Yes

QUOTE
2) Is my understanding correct that all ships in the squadron will move together and therefore check lists for every quad / orbit etc that the squadron enters?

Yes

QUOTE
If the ships are run one after the other then an enemy could be scanned by a ship in the middle of the squadron so the ships run before would not get involved in the battle.


If any squadron ship enters battle then any other squadron ship that has their 'flee options' set to NEVER will enter combat. This provents frieghters going into combat by accident and gets all the combat ships to attack as one.
Gandolph
sorry to put this in again, but i dont appear to have permission to start a topic from this computer

can i make a suggestion regarding boarding actions.

can boarding actions be done by squadrons of ships, and upon completion of a boarding action can the newly boarded ship become a member of the squadron and move along with it, this seems sensible to me as the troops boarding would no doubt have the orders to move with the mother ship "as such"

and dare i say go one stage further seeing as you can specify the sort of ship you want to attack with space weapons, there should be an auto board facility as you ought to be able to specify the sort of ship you want to board. IE upon spotting a freighter it can board it assuming correct TU's are available.

David Bethel
QUOTE
can i make a suggestion regarding boarding actions.

Can you make that suggestion again when squadrons have been working for a bit (ie when the bugs are out). Basically its a bit complicated to do right now and it would definatly mess things up smile.gif