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Interrupt invasions when powerful enemy fleet enters the system

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13 years ago
Jun 26, 2012, 1:49:05 AM
Nosferatiel wrote:
That doesn't apply, since it's specifically a more powerful fleet.

Also: Why is that, which is clearly a discussion, in the tech support and not in the design discussion?


Redirecting onto the other thread did not "take" anyway. Many people have posted a "bug report" saying that a scout came into the system and started a blockade. The thread contains multiple opinions about what size ship should start or stop a blockade or a siege. Maybe it should be in the proposal section; but it started as multiple bug reports.
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13 years ago
Jul 2, 2012, 7:32:36 PM
I also agree with this. It's pretty stupid when my 600 power fleet can't stop a 200 power invasion force when they enter the system.
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13 years ago
Jun 26, 2012, 10:13:22 PM
FinalStrigon wrote:
Considering that battles in ES consist of "Let's fly side-by-side and keep broadsiding each other until one of dies or gives up" I don't think the way a fleet is arrayed really matters too much. As for battles starting quickly...it depends on the lore of game, really. If these strings are set up so ships enter a system at the edges, it would take them a while to reach an invaded planet. The invaders would see their arrival by then and be able to react. If it's not like that, and more of dropping out of warp/jump/whatever right next to planets, okay, I could see some trouble then.
Yes, the tactics are somewhat lacking, but you're probably not going to be grouped up tightly if you're invading an entire system all at once (new Proposal: force us to micromanage systems because it's silly to not conquer them one planet at a time, therefore we need to be able to build up individual planets and give players aneurysms!). As for starting quickly, I meant the player who thought he had the edge would push the button quickly (perhaps even before the invader had a chance to take his fleets out of invasion mode if he didn't see the fleet coming) rather than dithering for several turns.
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13 years ago
Jun 26, 2012, 12:50:26 PM
Grah, lets agree to disagree.
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13 years ago
Jun 26, 2012, 12:42:21 PM
GC13 wrote:
One would think you'd want to pause the invasion or face some kind of penalty in any battle the other fleet initiatives; you can't be optimally arrayed to invade a planet and to defend against another fleet.



Of course in practice a battle would start quickly, but accuracy bonuses/penalties are already in the game and so is the start/stop invasion button. Let's give you a reason to bring some sensors with that fleet!




Considering that battles in ES consist of "Let's fly side-by-side and keep broadsiding each other until one of dies or gives up" I don't think the way a fleet is arrayed really matters too much. As for battles starting quickly...it depends on the lore of game, really. If these strings are set up so ships enter a system at the edges, it would take them a while to reach an invaded planet. The invaders would see their arrival by then and be able to react. If it's not like that, and more of dropping out of warp/jump/whatever right next to planets, okay, I could see some trouble then.



Igncom1 wrote:
That makes sense when your attacking a single target like a planet, but in a fully colonized system with multiple worlds and artificial constructs, and even then if you are only attacking a single part of a planet, then a fleet could corner you in that part of orbit.



Sure they could continue some of the invasion, but not the entire thing! And besides, a fleet sitting still would have more power to devote to weapons, making it harder for the other to move without being instantly fired upon.




Well, I really hope that a fleet commander isn't stupid enough to spread his fleet out to invade every world at once. You start one planet at a time, pummeling the populace into submission, and move on to the next. And again...How do you corner someone in space? You would have to surround the fleet, and again, if a commander allows that to happen, he deserves to have his ship blown up, as the attempt would still be seen coming long before it happened.



And once the sitting fleet starts moving again, I doubt it's that hard to turn the fleet doing the bombarding around to engage again. Even then it only takes one ship to continue an invasion...Thus my point that the invasion doesn't need to end. One small destroyer could still level every city on a planet, while the rest of the ships in the fleet deal with the enemy trying to engage them.



The invasion still continues, despite the other fleet being in the system.
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13 years ago
Jun 26, 2012, 12:38:57 PM
FinalStrigon wrote:
No, if you're getting close enough that the invading fleet can't safely launch transports down to the planet, you're in firing range. Which means battle is going to happen.



And if battle plays out and neither fleet is destroyed, well...Why should the invasion end? At that point the invading player has two option: end invasion and flee if they don't think they can handle another battle, or stay and continue the invasion if they think they can handle more battles. Their ships are still in range to bombard the planet, so why not continue the invasion, if a draw forced your new fleet away to regroup for the next turn?




That makes sense when your attacking a single target like a planet, but in a fully colonized system with multiple worlds and artificial constructs, and even then if you are only attacking a single part of a planet, then a fleet could corner you in that part of orbit.



Sure they could continue some of the invasion, but not the entire thing! And besides, a fleet sitting still would have more power to devote to weapons, making it harder for the other to move without being instantly fired upon.
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13 years ago
Jun 26, 2012, 12:36:18 PM
One would think you'd want to pause the invasion or face some kind of penalty in any battle the other fleet initiatives; you can't be optimally arrayed to invade a planet and to defend against another fleet.



Of course in practice a battle would start quickly, but accuracy bonuses/penalties are already in the game and so is the start/stop invasion button. Let's give you a reason to bring some sensors with that fleet!
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13 years ago
Jun 26, 2012, 12:24:00 PM
Igncom1 wrote:
Well its more like just getting in the way before the actual battle begins, you can't move or the battle starts, and its the same for me. Neither of us can do anything unless we retreat or actually fight it out.



And you don't end the invasion by attacking a enemy fleet, the game still shows the graphic of the count down.




No, if you're getting close enough that the invading fleet can't safely launch transports down to the planet, you're in firing range. Which means battle is going to happen.



And if battle plays out and neither fleet is destroyed, well...Why should the invasion end? At that point the invading player has two option: end invasion and flee if they don't think they can handle another battle, or stay and continue the invasion if they think they can handle more battles. Their ships are still in range to bombard the planet, so why not continue the invasion, if a draw forced your new fleet away to regroup for the next turn?
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13 years ago
Jun 26, 2012, 2:02:46 AM
FinalStrigon wrote:
Then the invading fleet will just attack you, if you're that close, and combat happens anyway. There's still no point in ending an invasion just by dropping another fleet into the system.




Well its more like just getting in the way before the actual battle begins, you can't move or the battle starts, and its the same for me. Neither of us can do anything unless we retreat or actually fight it out.



And you don't end the invasion by attacking a enemy fleet, the game still shows the graphic of the count down.
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13 years ago
Jun 25, 2012, 5:59:33 PM
Invasions should pause when a defending fleet of higher MP becomes present again, regardless if attacking or not.
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13 years ago
Jun 26, 2012, 12:47:19 AM
Igncom1 wrote:
To suppress your activity's without actually having to engage in combat where they might sustain losses.




Then the invading fleet will just attack you, if you're that close, and combat happens anyway. There's still no point in ending an invasion just by dropping another fleet into the system.
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13 years ago
Jun 25, 2012, 10:17:46 PM
TheVulture98 wrote:
That would only happen if the enemy fleet was quite close...Close enough to attack. Why else would they be that close? SO close that craft cannot risk operating freely.




To suppress your activity's without actually having to engage in combat where they might sustain losses.
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13 years ago
Jun 25, 2012, 10:06:43 PM
Igncom1 wrote:
I think its a zones-of-control type of thing, landing craft and bombardment ships can't risk leaving the rest of the fleet and so are unable to continue operations.




That would only happen if the enemy fleet was quite close...Close enough to attack. Why else would they be that close? SO close that craft cannot risk operating freely.
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13 years ago
Jun 25, 2012, 8:43:51 PM
FinalStrigon wrote:
I disagree. After all, what's making the invading fleet pause the invasion? If the new fleet doesn't attack them, there's no reason for them to pause. It would just be an unnecessary micromanagement feature, in my opinion, because if your fleet survives you have to remember to put up the invasion again, as opposed to it still going on before and after the battle.




I think its a zones-of-control type of thing, landing craft and bombardment ships can't risk leaving the rest of the fleet and so are unable to continue operations.
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13 years ago
Jun 25, 2012, 7:26:35 PM
Deszeraeth wrote:
Invasions should pause when a defending fleet of higher MP becomes present again, regardless if attacking or not.




I disagree. After all, what's making the invading fleet pause the invasion? If the new fleet doesn't attack them, there's no reason for them to pause. It would just be an unnecessary micromanagement feature, in my opinion, because if your fleet survives you have to remember to put up the invasion again, as opposed to it still going on before and after the battle.
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13 years ago
Jun 25, 2012, 7:03:30 PM
davea wrote:
Please continue the discussion on this thread:

http://forums.amplitude-studios.com/showthread.php?3047-annoyance-enemy-can-maintain-blockade-break-siege-with-scouts

Each person seems to have a different opinion.




That doesn't apply, since it's specifically a more powerful fleet.



Also: Why is that, which is clearly a discussion, in the tech support and not in the design discussion?
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13 years ago
Jun 25, 2012, 6:45:53 PM
I agree with this.
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