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QUESTION - Does ship speed have any effect in battle?

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12 years ago
Nov 14, 2012, 11:39:00 AM
Thread title says it all really.



I played a *lot* of SEIV, and one of my fave strategies was to have ships much much faster than my enemies so I could literally run rings around them in combat



Appreciate would be tricky to build in any massive effects with the lack of control currently in combat, but I would like to see at least some small bonus to evasion / accuracy based on the relative speeds of the ships.



Or maybe even having faster ships adds an extra round of combat (if attacking), or gives one less round (if retreating).



Thoughts?
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12 years ago
Nov 14, 2012, 12:06:15 PM
I agree that it would open up more tactical depth if speed had an effect in combat.



However, combat would have to change for this to really work - unless the effect is purely evasion based. (Which by itself would be an improvement over the way it works now)



That shouldn't be too hard to do, at the very least engines and/or speed techs could receive a "reduce enemy accuracy" bonus. To compensate, there should be a 'computer' or 'targeting' set of techs which increase accuracy.



Edit: I might look into this for Imperium Aeterna once I have some time, it's actually quite a nice idea.
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12 years ago
Nov 14, 2012, 12:43:44 PM
mrhyms wrote:
Thread title says it all really.



I played a *lot* of SEIV, and one of my fave strategies was to have ships much much faster than my enemies so I could literally run rings around them in combat



Appreciate would be tricky to build in any massive effects with the lack of control currently in combat, but I would like to see at least some small bonus to evasion / accuracy based on the relative speeds of the ships.



Or maybe even having faster ships adds an extra round of combat (if attacking), or gives one less round (if retreating).



Thoughts?




Good idea, I like it smiley: smile
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12 years ago
Nov 15, 2012, 5:57:18 PM
Well, I just see one flaw. Also, just to throw this out there, I've always interpreted a ship's speed to mean more of the effectiveness of it's warp/jump/FTL drive, more so than it's actual speed in real space (aka, the space combat is fought in).



I can see the loss of accuracy thing, but as for the round changes, it doesn't make much sense. For attacking fleets, wouldn't you actually lose a round, if you were flying faster than the enemy fleet? You would move in and out of weapon range that much faster. Unless you had weapons that fired more often, there wouldn't be much of a gain aside from being harder to hit.



It might work for fleets that were retreating, but, don't the retreat cards (or, at least the Combat Retreat card), instantly end the battle phase as you retreat, kind of negating the use of a ship's seeed? Now, it has been a while since I played, so correct me if I'm wrong and this has changed.
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12 years ago
Nov 16, 2012, 7:50:21 PM
since you can't do dick to enemy systems in just a round, speed and mobility is pretty much useless.
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12 years ago
Nov 17, 2012, 3:42:54 PM
Currently*



ES so far is building the base it needs to grow from. smiley: smile



Lets build skyscrapers people!
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12 years ago
Nov 17, 2012, 6:22:22 PM
"For attacking fleets, wouldn't you actually lose a round, if you were flying faster than the enemy fleet"



Maybe if you didn't install any brakes smiley: stickouttongue



If you were attacking with superior engines, a) you'd be able to catch up with the defenders quicker, and b) it would be harder for them to escape at the end of it...
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12 years ago
Nov 17, 2012, 6:57:44 PM
Better engines could also be a simple efficiency increase, requiring less energy to do the same job.



Leading to more power available for other systems.
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