Home » Stars! 2.6/7 » The Academy » So what exactly is Split Fleet Dodge?
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Re: So what exactly is Split Fleet Dodge? |
Fri, 19 March 2004 12:35 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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Kang wrote on Thu, 18 March 2004 17:10 |
If I have 20 individual stacks of inteerceptors and they are set to target warships, then if you split your sweepers into 20 stacks I will chase all 20 of them (IIRC). The drawback is that if none of your ships split off I will chase the large stack and have 20 individual fleets at the battle which may not be to my advantage. In other words my opponent has options to place me at a disadvantage and I must weigh those chances wehn making my moves.
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Yes...but the biggest stacks of warships do *not* engage. You can target an enemy fleet, that forks off chaff for collision sweeping, and end up chasing one little armed scout ship. That seems like pretty lame logic to me. That is not a feature, nor is it even a good idea. Unfortunately, there is no way to make a rule to prevent all occurrences of this type at the host level. Hence, my aversion to *any* rules regarding SFD in a game that I host.
Also, the post in the free stars discussion reflects my views on how targeting rules could be changed, and should be changed, by sub set rules for the same fleet, before movement occurs. Leit never answered that post, though.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: So what exactly is Split Fleet Dodge? |
Mon, 22 March 2004 13:27 |
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mlaub wrote on Fri, 19 March 2004 12:35 |
Kang wrote on Thu, 18 March 2004 17:10 |
If I have 20 individual stacks of inteerceptors and they are set to target warships, then if you split your sweepers into 20 stacks I will chase all 20 of them (IIRC). The drawback is that if none of your ships split off I will chase the large stack and have 20 individual fleets at the battle which may not be to my advantage. In other words my opponent has options to place me at a disadvantage and I must weigh those chances wehn making my moves.
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Yes...but the biggest stacks of warships do *not* engage. You can target an enemy fleet, that forks off chaff for collision sweeping, and end up chasing one little armed scout ship. That seems like pretty lame logic to me. That is not a feature, nor is it even a good idea. Unfortunately, there is no way to make a rule to prevent all occurrences of this type at the host level. Hence, my aversion to *any* rules regarding SFD in a game that I host.
Also, the post in the free stars discussion reflects my views on how targeting rules could be changed, and should be changed, by sub set rules for the same fleet, before movement occurs. Leit never answered that post, though.
-Matt
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I think you did not get an explicit response from Leit about that post for two reasons:
1. The responses immediately following your post covered most of the ground that Leit would have covered. Thus he did not need to explicitly respond.
2. Leit did respond that the "split on chase" idea which followed yours was of some interest - so the concept of an "auto-split" of some sort could be entertained. However, Leit is primarily concentrating on matching current Stars! activity and since there currently is no capability to have the program split a fleet for you he is not paying large amounts of attention to that option right now.
And, as a personal aside, I would have reservations about any sort of automatic fleet-splitting algorithm operating until there was a serious study of the potential ramifications of implementing such an option. (Said option would be in an expansion of course in any case.)
Sub-tasking inside of fleets in an expansion has been brought up in the Freestars discussions a few times since it would apply to so many different activities.
- Kurt
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Re: So what exactly is Split Fleet Dodge? |
Thu, 25 March 2004 19:06 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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overworked wrote on Mon, 22 March 2004 12:27 |
1. The responses immediately following your post covered most of the ground that Leit would have covered. Thus he did not need to explicitly respond.
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You are probably correct, but that is were the problem lies. They are 2 seperate ideas. Mine, based on the the *player* defining how to chase ships. The other, would have the game engine decide by a simple on/off switch. Akin to the patrol function, and probably just as effective against people.
Like you, apparently, I would have reservations giving this sort of control over to the game. Not saying it can't be made to work...but if I lose ships, I want it to be *my* fault.
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: So what exactly is Split Fleet Dodge? |
Fri, 26 March 2004 17:49 |
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Kang | | Senior Chief Petty Officer | Messages: 87
Registered: April 2003 | |
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Ptolemy wrote on Thu, 25 March 2004 23:36 |
In an ideal universe, I would want that the turn generation process would examine my fleet(s) and the fleet(s) I have targeted, calculate the best way to automatically split my fleet(s)using the criteria of zero casualties for me and maximum casualties for my enemie(s) preferably ignoring chaff.
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And I want the game to automatically decide for me in what method my enemy is going to target my ships so that my fleets will be in the best position to inflict maximum casualties on the intercepting fleet, or if I don't have a chance, I want the game to determine for me what is the best method to minimize my losses and automatically implement that as well.
No wait, on second thought then there is nothing for me to do but mass my fleets and select way-points and let the computer play the game for me.
I think the current method is better than the option of the computer determining what my best course of action is. That is the human element in the game and that is what generally determines who comes out on top.
Without making the game hopelessly complicated where I set an algorithm for each fleet to split or stay massed up, and don't attack if his fleet Y also moves to the same way-point, in which case I want my fleet to scatter to the 4 winds, whereas if fleet Z moves to the same location as the target fleet, then keep my ships in one stack but break into stacks of 5 if his mini-minelayers jump into the proximity, and if ....
Well you get the picture, in most situations the real challenge is to guess what he will do, or what he should do. If he does make a mistake, then I'll be in a position to destroy his ships, but if he does what he should do, then I'll still have my fleet speed set to avoid being led into his minefield, or to a slaughter by his other fleets etc. etc. etc.
As for attempts to "fix" this in the Free Stars clone, I think the best course of action is to first duplicate the game, then attempt to make enhancements such as this would be.
Just my two cents worth, I'm fairly happy with the behaviour of fleets in version 2.6/2.7 JRC3/4.
Kang
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