Gandolph | |||||||
the leave combat flag isnt working, i had a ship in battle against a CNF ship in A1 Beach on Thursday, the vessel was not firing at me and no other vessels present. an incoming warship then stopped me for battle Friday and hit me for 4 uncontested rounds, which shouldnt have happened this needs sorting asap as it is only meant to be ships firing at you the day before that gets the free shots not everything that comes in as well. Thursday Attacking CNF Eye Tyrant (10498) -------------------------------- Round 1: 44 Space Fighters - on attack vector 28 Space Fighter mkIIIs - on attack vector Round 2: 44 Space Fighters - 12 hits - 240 [240] damage - 26% 28 Space Fighter mkIIIs - 22 hits - 660 [660] damage - 84% Round 3: 44 Space Fighters - 8 hits - 160 [160] damage - 26% 28 Space Fighter mkIIIs - 17 hits - 510 [510] damage - 74% Round 4: 44 Space Fighters - returning to base 28 Space Fighter mkIIIs - returning to base Post Battle Summary ------------------- Ship started manoeuvring on round 1 Enemy ISR field stress caused 4 damage. Ship hulls have taken 2 damage (0%) Friday: >TU 300: Move to quad {2} {1} Escaping combat zone, incoming fire from hostile positions. Incoming Fire from CNF Plato (4891) ----------------------------------- Round 1: 3 Light Photon Guns - 3 hits - 0 [75] damage - 84% 3 Photon Cannons - 3 hits - 179 [270] damage - 95% 11 Photon Guns - 11 hits - 317 [660] damage - 91% Round 2: 3 Light Photon Guns - 3 hits - 6 [75] damage - 91% 3 Photon Cannons - 3 hits - 184 [270] damage - 98% 11 Photon Guns - 10 hits - 358 [600] damage - 95% Round 3: 3 Light Photon Guns - 3 hits - 14 [75] damage - 91% 3 Photon Cannons - 3 hits - 179 [270] damage - 98% 11 Photon Guns - 11 hits - 430 [660] damage - 95% Round 4: 3 Light Photon Guns - 3 hits - 9 [75] damage - 95% 3 Photon Cannons - 2 hits - 136 [180] damage - 99% 11 Photon Guns - 10 hits - 301 [600] damage - 98% | |||||||
Lord Scrimm | |||||||
Perhaps this, from the new changes, explains this: Changes to Pinning / Leaving Combat Pinning has been completely removed. Ships can always move out of combat (even if the combat has been created the same day) During combat you can not flee on round 1 if you are targeted by an enemy and either: -The enemy is faster than you and only has one locked target. -You can not move (man speed) and are targeted by anyone Ships are always subject to a 'leaving combat' battle (even if the combat has been created the same day). Rich Fanning aka ![]() Lord Lawrence Scrimm CIA Intelligence Director | |||||||
Gandolph | |||||||
i was under the impression that at the end of day one, if you were unpinned or faster as it is now, then leaving battle would be exactly the same as before. there is also this announcement regarding leaving battles which i think answers the fact that you can leave battle still Ships that leave combat are subject to a fire from all enemy ships that were targeting them. They face a number of round of combat based on how commited the enemy positions are to destroying you. The ship leaving combat (target) is subject to 4 rounds of combat are modified by: i was targetted by ships not in the first battle, therefore i should have been able to move away. also on the new battle list how do you know if you are as it were unpinned. | |||||||
David Bethel | |||||||
Yes that was the intention but i am not sure it was correct. Could flag if you have been in a battle and then not allow new ships to attack you in the leaving battle. | |||||||
Gandolph | |||||||
well that was how i understood it from the other area's of the combat flag if you cannot leave without being stopped for battle by incoming ships then we are going back to the days of who's turn runs first? which would be a backward step also will it still show on the battle report who is being pinned etc, as its handy to know which ships will be running the gauntlet on the way out. | |||||||
Dan Reed | |||||||
it's hard to know what the best balance is - the removal of pinning allows you to leave, where previously these ships would have arrived and joined the battle against the pinned ship. I can understand people getting disgruntled at a pile of new ships also getting a free pop at you. Bot on the other hand, it makes it very hard to counter a large fleet moving, attacking and then leaving the scene as well. How about newly arriving ships getting an additional modifier to the number of rounds they can shoot at you? Either a further percentage before the calculation (leaving a minimum 1 round but making it much less likely to have four rounds of free fire), or a flat one round less - giving the potential for no rounds of free fire from newly arrived ships? Dan | |||||||
Gandolph | |||||||
i would consider that to be a backward step, we are going back to the days of whos turns get processed first, which i found unplayable, and made fleets sit rather than attack. anyway this is going off the point, the new system was to replace pinning,BUT not create problems for those that were doing the pinning, IE the ships that were UNPINNED and FASTER could leave the next day, unmolested. | |||||||
Gandolph | |||||||
hello again, just yo ask the question, on the battle report, is there some way like there used to be in which we can tell what vessel is pinning what, i know pinning isnt in as it used to be, but it is required to know which ones will be held the next day, just had the battle results back for a small one today, and 1 was held in the battle even though it wasnt indicated the day before that it should have been as it wasnt pinned. therefore should have had free movement | |||||||
Rich Farry | |||||||
Its also useful to know which ships to shoot at prior to attempting to leave combat. | |||||||
Gandolph | |||||||
you wouldnt be able to add ships to target the vessel if it was leaving, Rich, BUT at least you would know which ones to leave shotting at it as you say | |||||||
David Bethel | |||||||
If they have you as a locked taget at the end of the battle then they will shot at you when you leave.
This is down to ships turning up and attacking. I will change that to only occur if you are not in a battle.
They could - now ppl who leave get battered. Its simple and it makes more sence. | |||||||
Gandolph | |||||||
right so if it is down to if they have you locked, then surely whats the use of combat speed to get out of battles? i was faster, but he is targetting me therefore he can shoot at me next day? this some how doesnt sound right, can you clarify further please, here are the details that i received on my ship battle report IMP Sutterton Drove (99884) - Ship Imp Pc Escort Class Carrier {Medium Ablative Armour} Armour: 66.7 Scints: 19.8 Hull Damage: 15.1% Targeted by CNF Confed's Revenge (74897) - 1119 [3015] Damage Targeted by CNF Battle of Bull Run (45426) - 600 [1110] Damage Attacking CNF Battle of Bull Run (45426) - 1252 [1865] Damage there is nothing to indicate that it is unable to leave combat, now if your saying a ship that has a combat speed that is far faster than the 2 ships attacking me is going to be held into the leave combat battle, then this is nothing like what i was reading how it would change, and i need to be ripping out my engines asap. | |||||||
Rich Farry | |||||||
My understanding is that ships attempting to leave the battle are subjected to 1-4 rounds of fire. The number of rounds of fire is worked out by comparing the relative combat speeds. There will always be a minimum of 1 round of fire. Combat speed is also still useful to 'pin' a ship to start a battle. | |||||||
Gandolph | |||||||
yes but that ship that started the battle and is faster now cant leave without being shot at for free next day ![]() | |||||||
David Bethel | |||||||
That changes the number of round that they are allowed to fire at you but they still get to shoot. We will change the leave battle flag so that new positions don't get a shot at you BUT existing ships in the battle do.
I you are targeted by anything in a battle, you can leave but have to suffer a 'leaving combat battle'. It does not matter what the position is, even a SB. | |||||||
Gandolph | |||||||
that seems illogical to me.............. | |||||||
Sjaak | |||||||
If the ship got missiles weapons and the starbase only beam weapons, will it still be shot at (by the starbase ofcourse)... | |||||||
ptb | |||||||
This is very differnt to how i understood it from the explainations in the whats going to change threads. I was under the impression the leaving battle extra rounds of damage only appiled where the ship would have been pinned before, not just targetted. | |||||||
Rich Farry | |||||||
It shouldn't do, as this is a seperate LOS issue. | |||||||
David Bethel | |||||||
Then how would that tie in with the complete removal of pinning. I would be happy to change the number of rounds you are targeted when you are leaving combat but you will always be targeted. So perhaps if you are faster than the enemy then you should only take 1 round of combat ? (similar to fleeing in a standard battle) | |||||||
Mica Goldstone | |||||||
Combat Pinning has been removed. If a ship is in combat it is in range of the enemy – pretty bloody obvious really! Even faster ships will still be in range at the point they are initiating their retreat from battle – again, bit of a no-brainer. The amount of time they are still in range is based on the relative speeds of the retreating position and the positions targeting it. This will correspond to the amount of rounds the targeting ship will be able to fire at them while they stabilise their ISR field/evade pursuit etc. Retreating position is much faster – short time – 1 round Retreating position slower – long time – 4 rounds | |||||||
Gandolph | |||||||
as per what sjaak stated, depends what your firing, pretty bloody obvious really. if your firing space fighters and hes firing photon weapons from a starbase then he cant be in contact round 4 ----No brainer really. thats my correspondance finsihed on this course of action, thank you | |||||||
Thomas Franz | |||||||
any ship launching space fighters must also collect them again during round 4 so how can this ship be out of combat range? Thomas | |||||||
Mica Goldstone | |||||||
Picking up SF round four - still in combat therefore still in range. This has always been the case, nothing has changed. There is LOS, but this is a different aspect of combat and only applies to starbases (not platforms). There appears to be confusion between LOS dictating what can be fired and relative speeds for leaving combat which determines how often it can be fired. If you are fleeing a starbase or platform and it only has SF, then as you can leave after 1 round, you will have left before the launched fighters can reach you. | |||||||
ptb | |||||||
Ohh okay so the round count is based on speed difference, that makes sense. As long as it's only ships that where in combat the day before, if new ships turn up as you retreat then they'd have to get into position etc etc so definalty shouldn't get the full number of rounds. Also speed is combat speed in this case right? irs type etc makes no difference? | |||||||
Mica Goldstone | |||||||
We are sorting something out to ensure that ships turning up the day after will not be involved in shooting at retreating ships. In fact, any position turning up on the same day that a position leaves will not engage the leaving ship. If you turn up at a location where a position, you will be stopped for battle (as always) but there will be no battle and the report will read: -- turn stopped for battle -- -- target left before in range -- The reason for this is that we perceived a possible exploit where you would send a decoy to a location and your main fleet to the location of the enemy fleet the day after. The enemy fleet would then be peppered as it moved off by your free attacks. This we felt was an exploit of a game mechanic as engaging the incoming fleet is a decision that should be taken by the players not a pre-programmed routine. There were also a few other nefarious exploits, so we felt that only those in battle should get their kick in as the enemy buggered off. Yes, this does mean that if you move your ships every single day, somebody turning up where they were the day before will never be able to attack them. This said, they will still be able to board them as this is instantaneous. While an obvious flaw in the logic, we feel that this is an acceptible game mechanic - and it favours pirates ![]() | |||||||
David Bethel | |||||||
So you don't want to discuss what is the best course of action ? As far as i am awair the best way to convince me that something is wrong is by reasoned arguement. Saying something is totally illogical, without why does not help. I always listen to what is said, when its constructive, even when its anoying. I don't go out of my way to say, 'XXXX made me do this' but in the end if someone say something that makes sence, thats what happens.
Its wrong. When i write these things there are never right, the ramifications are too wide ranging - they need feedback, and nothing was said about this section before the release because it was simply misunderstud. So better to look at it from a fleeing point of view. If the esacping ship is faster than its attackers then it gets 1 round on combat. If it is slower than its attackers it gets 4 rounds of combat. Both of these are then modified by the number of targets being attacked. If the attacker is a starbase or platform i am not sure ? Maybe just 1 round of combat no matter what ? Or maybe only the platform gets to do anything, i am not sure. | |||||||
gordon | |||||||
I think Gandy's reply was based on the "no brainer" comment and no so much what you were discussing. And while you are right that the issues need to be discussed, you have to understand that while your ideas seem logical to you they might not to others :-) Even if they are "logical" dont expect people to jump with joy if it has a great effect on current ship building concepts. If the IMP has based hundreds of ships on one concept and you change it overnight (as with ablative :-/) then I think it is logical that there will be some sort of response. Obviously, at one point discussions have to end even if your point can't be brought over and thats fine ... But "no brainer" ....??? That might have been a bit out of order even in the heat of the discussion. Gordon | |||||||
Gandolph | |||||||
i appreciate that, but dont take kindly to being called brain dead (no brainer, pretty bloody obvious, on a quote return ), so wont comment further on the issue, as my lust for getting involved diminishes somewhat in factual argument, as would yours. hence my speedy and inaccurate reply, which i appreciate should have been left for a few hours to gain composure ![]() ![]() | |||||||
Mica Goldstone | |||||||
I was trying (badly) to simplify the various points following the 'illogical' statement as it was clear that confusion reigned. My apologies, no offence intended. The argument just seemed to have tied itself up in knots by pulling in too many disparate attributes and bunching them together in a morass of conflicting points. ![]() | |||||||
Duckworth-Lewis | |||||||
Just to clarify a few things - Will it be 1 or 4 rounds of combat? Or could it be 2 or 3 dependent on the speed difference (ie; if the fleeing ship only has a marginal lead in speed it could be 3 rounds). Similarly are the speeds of the ships recalced each round in case a few engines have been knocked out? Are the modifiers recalced each round - ie a ship leaves battle after round 1, so a second, slower, ship that was also being targeted gets hit by more ships. | |||||||
David Bethel | |||||||
We could go for: 0-50% speed is 4 rounds 50-75% speed is 3 rounds 75-100% speed is 2 rounds 100%+ speed is 1 rounds or something similar To make it simple, ships with multiple targets only get to fire 1 round with a proportion of there weapons Starbases don't get to fire, platforms get 1 round with a proportion of there weapons against their target.
no
no - the number of rounds will be worked out and if you get out then thats that. | |||||||
Thomas Franz | |||||||
I like the speed %ages, they look reasonable. Regarding ships with multiple targets, platforms and starbases: I think that ships with multiple targets should choose 1 fleeing target and shoot full weapons (not only proportion of weapons) for the speed %tage amount of rounds at it. They basically have to choose one target and chase it, why would they not be able to fire all weapons for fully amountof rounds if they do so? Starbases and Platforms should be able to fire 1 free round at all thier targets with the normal payload per battery (full weapons / targets). If the 'penalty' for fleeing is too little then this removes many tactical aspects of it. Thomas | |||||||
gordon | |||||||
![]() You got that right ![]() Gord | |||||||
Nik | |||||||
Looks reasonable to me. One final point. If a ship is targeted by multiple enemy ships (say 2 slower and 1 faster) then the faster will fire 2-4 rounds and the 2 slower ships will fire 1 round. Nik |