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'Withdraw' Option


Skeksis

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Currently it seems alittle randomized, very inconstant, or if there's a difference from delay, maybe there’s an algorithm, I don’t know. But if not then rather than random or as per current results…

'Withdraw' could be a test base on fleet speed:

  • Extract slowest ship and visibility range of player.
  • Extract fastest ship and visibility range of AI.
  • Run battle initialization (scaled down version), to extract distance (position) between fleets and visibility penalties.
  • Compute if fastest closest ship can catch slowest closest ship before 30m battle timer runs out.
  • Show result.

Maybe make repeatable (because actually going into battle would run the battle initialization again producing different distances, so being repeatable would normalize battle distance variances, ditto for visibility).

‘Delay’ remains as current algorithm but make it so player can use it as an backup option if ‘Withdraw’ consistently fails. Also as suggested, it would create a significant difference between 'delay' and 'withdraw'. 

More to the point, if we don’t want to fight, we have to go into battle then turn the fleet away and run, useless activity but always the same result, we escape. But there’s really no need for this. If ‘withdraw’ worked as above, it would save unnecessary battle instances and be a ‘real’ or practical campaign option to take.

QOL.

 

PS Maybe make repeatable.... Other than this the approach could be, is once the battle initialization was run, it’s fixed and saved, then if there’s a failed result and if the player continues into battle, the initialization would be transferred into the battle instance (or elements of it, positions, visibility penalties).  

Edited by Skeksis
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