David Bethel | |||||||
[1] Fixed Break alliance issue with removing first entry. [2] Stored removed/altered auth strings [3] Blocked ships from leaving the ship that embarked them - can only disembark [4] Removed political update charge issue + reduced length of political update during the week. [5] Added need for sensors for detailed scans [6] Added do not move/do not dock to Attack SB order [7] Corrected dmg for tractor beams [8] Starter Ships that are boarded are destroyed [9] Scanning on the ground now includes scout factors for GP [10] Added 'Leave combat Flag' - set every time you have ended a combat without being pinned. You can automatically move off the next day reguardless of any pin that occurs during the day. The flag is reset every time you have a battle. | |||||||
Andy | |||||||
Does this mean that if you are not pinned at the end of the days battle you can move regardless of any potential pin for the next day ie movement day? | |||||||
Kragnost | |||||||
Does this mean that a GP using a Scan Location order might find an enemy GP and thus cause combat to begin? Currently even attempting to deliver to an enemy GP (which fails due to an invalid security code) does not cause combat to start. David - after doing a scout position order would combat start if the scouted position is on the ground enemy list?? | |||||||
Mica Goldstone | |||||||
Yes. If you move into a location then destroy a target, you can escape even if your turn is processed after the cavalry turn up. If you manage to escape combat through fleeing, somebody turning up the next day prior to your turn being run will not pin you. It seems more sensible somehow. It also pushes skirmishes over slugfests. We feel this is better for the playability of the game. Ground parties moving through orbit if be stopped for battle can always move on the next day. | |||||||
Andy | |||||||
Yeah I like this. It will give pirates more of a chance, although it will mean that cargo ships will have escort ships with them all the time as well as pinner ships. | |||||||
David Bethel | |||||||
That was the intent - all troops give at least 1 scout factor so it should work
Yes thats a messy one - in my opinion not starting a battle under this circumstance is good.
That does not start combat, most time you would not want it to - however i guess this could be added as an opion if this is the actual problem ? | |||||||
kilanuman | |||||||
I for one would like to have the option of initiating combat when doing a scout location order. I have been in situations when I haven't been able to scan an enemy GP but have been able to scout them without problem. If I can scout them and count how many they are I should also be able to attack them. | |||||||
kerryh | |||||||
I had a GP turn back today where I was able to scan an outpost upon moving into the sector but was unable to scout it - go figure. | |||||||
David Bethel | |||||||
It depends what you scouted + how many troops were in the target. The targets scout factors reduced the targets profile to a scout - so a hidden base with lots of troops is very difficulkt to scout.... that many be the problem and the report may not make that clear. |