Re: Minimize Damage To Self and 5th square |
Thu, 15 May 2003 22:18 ![Go to previous message Go to previous message](theme/Stars/images/up.png) ![Go to next message Go to previous message](theme/Stars/images/down.png) |
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zoid | ![](images/ensign.gif) | Ensign | Messages: 348
Registered: December 2002 Location: Murray, KY - USA | |
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Nexus One wrote on Thu, 15 May 2003 11:49 | While group B (max. dmg ratio) opened fire to the privs, group A (min. dmg to self) stopped on 5th square from the left and did not move any further. Delta topr has range 4 and the fleeing privs were on 10th square (from the left), so no single torpedo had a chance to be fired.
| When using minimize damage orders, the ships stop short and wait for an aggressor to come into range, to keep them at maximum range. This helps prevent ships with a minimal range advantage from finding themselves too close in the event that they move first into weapons range, followed by the enemy moving into his own weapons range.
The problem with this order is that against non-moving or non-aggressive targets, you might never get a shot. This order can cause you to lose a battle versus a starbase that you would have easily won otherwise, as your ships stop one square outside their weapons range and wait for the starbase to approach. Of course, since the base has one additional range point and couldn't move if it wanted to, the outcome is predictable (assuming the base is using weapons with the same range as yours).
I always use "minimize damage" orders sparingly, and with much caution. You have to be able to count on your enemy trying to close range with you. Once a human opponent sees a tendency to use this command, he might try to exploit it.
I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Ummm, sure! I do FREESTYLE math.Report message to a moderator
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