MasterTrader | |||
Under the new squadron rules currently being planned, what happens if part of the squadron is pinned, and the squadron then tries to move away? There are some situations where you may wish to have the entire squadron in place if one member is pinned. More importantly, there are many situations where you would want a sqaudron to move off and just abandon any pinned ships. One example of the latter is freighter escorts - the escorts don't care if they are pinned as long as this allows the freighter to get away. Richard AFT | |||
Dan Reed | |||
I think there needs to be a set of squadron settings - like the current combat settings for individual ships - that covers this kind of angle. Not sure exactly what options we would need though - any suggestions? Dan | |||
Andy | |||
Squadron orders override pending ship orders If pinned toggle for squadron to move or help pinned ship. | |||
David Bethel | |||
Just one point on how i want to handel the squadron orders. I intend to run the turns through 1 ship or the whole point of having less to concentrate on becomes pointless. So the intension is that each ship in the squadron makes a single movement step at a time, and all the relevent events will be feed through the single ship. The other ships will just get a between turns message. Its a fairly large effort to do this but its better than the easy alternative which will be to duplicate orders. If you get a battle you will get a print for each ship as usual, but the summary of the ships involved will only be received once per account present. This makes it easier to get what you want out of a battle - all your ships there. Also i'm planning on doing this bit first before doning all the other changes so mr C can see his family again. | |||
Sam_Toridan | |||
Is the plan that when a squadron enters battle that invididual ship combat settings then kick in? i.e. freighters flee, warships screen and attack? Surely that covers all you need for day 1? After you get the printouts back you would surely have the option of controlling ships individually on days 2+ so freighters and some escorts can move away while some stay and fight. If you are planning on having squadron settings that override individual ship settings then there needs to be an option to turn this off. That allows for battlefleets to wander about with common settings until you get to day-to-day combat where individual orders (retreat some ships, screen other etc) can be issued as required. What dynamics are going to be used with respect to joining and leaving squadrons? If its a simple order not affected by combat or being pinned then I can't see it being a problem. | |||
David Bethel | |||
The plan is that you have standard orders Start Squadron Orders {orders} Stop Squadron Orders All orders in the middle (that are authorised for squadron use) will be exicuted for each ship. Start Squadron orders, will have options on who to take and how many TUs they must have etc. Any orders issued by the induvidual ships will be subject to sequence, which will be random if you have pending orders on the same day as you issue squadron orders.
Join Squadron Order already exists and joining a zero length string leaves teh squadron (may add an order to do that). Currently the squadrons do nothing but insert a text line in your turn. | |||
Gandolph | |||
Great, Thanks, they will be pleased ![]() | |||
Clay | |||
Not trying to complicate things, but will the adding to squadron options include adding ships from OTHER affiliations? Assuming you have the Security Codes and all. Not a major issue for most, but I' currious. ![]() It would allow freighters to hire outsiders for protection. Eg, the Wimble Nation cargo ship "escorted" by two FGZ warships. ![]() Or that WMB scout ship being "escorted" OUT of the Darkfold periphery by the CNF for poking it's nose where it shouldn't be.... (As opposed to just blowing my nose off for example!) ![]() | |||
Andy | |||
I'd like to sequence my ships. If I sent orders for the admiral with the squadron orders the admiral would run first provided there were no pending orders for other ships? To make the ships run in a sequence I'd have to submit a turn with clear pending orders for each ship I wanted to run in sequence in the sequence I wanted them to run? If I wanted to make 3 ships out of the squadron run first, I'd submit the first turn with the squadron orders and then submit the next two turns with scan location or clear pending orders. Would all the other ships then run after the 3 ships have moved provided there are no pending orders? Ta Andy | |||
David Bethel | |||
Just a sub turn (no orders) in the right sequence would do it. Basically the squadron orders would run like a normal turn but for all the ships at once. So you can run the turns in any order using sequence. So for A,B,C in a squadron the run order could be Ship A Ship B Squdron Orders on ship C or Ship A Squdron Orders on ship C Ship B or Squdron Orders on ship C Ship A Ship B You only need to clear pending orders if they are not appropriate (and it sounds like an option for the squadron order). The only knightmare occurs when a ship with pending orders is sprung back for a turn atfer 300 TUs on the same day you submit squadron orders (and no orders fo rhtat ship). The autorun turn will not be linked to squadron and therefore the order of run will not be definate (since the single ship could run first) | |||
Andy | |||
Ok Thanks |