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New Battle Cards: "Reinforcements" and "Pursuit"

I like Both
I like Reinforcements but not Pursuit
I like Pursuit but not Reinforcements
I like the concept but not the execution
It's just terrible
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12 years ago
Sep 2, 2012, 11:10:50 PM
Reinforcements: Tops up your fleet with the highest MP-per-CP ships you have available in the system, up to your max CP. Ships which did not possess any offensive capabilities would never be chosen, for obvious reasons.

Pursuit: Tops up the enemy fleet with the lowest MP-per-CP ships they have available in the system, up to their max CP or your fleet's current MP, whichever is lower.



While the most realistic option would be that they arrive at long range, for simplicity's sake they should just arrive at the current range. Like the "Retreat" skill these would be unblockable, but how they would interact with each other is up for debate.

The "Reinforcements" card would add too many options to list, but the biggest use I'm interested in would be to help make the Massive Amounts of Ships gamestyle a bit more viable. The "Pursuit" card would help with the "hundreds of useless enemy ships" problem, since you can just keep pulling in more to the slaughter. Together they would also increase the number of combats that reach "Close" range, which is... rare at the moment.



e: on reflection the "Pursuit" card is a little OP as listed since it would always result in any colonisers present being murdered automatically. Potential fixed versions:

1) Pursuit: Tops up the enemy fleet with the highest MP-per-CP ships they have available in the system, up to their max CP or your fleet's current MP, whichever is lower.

2) Pursuit: Tops up the enemy fleet with randomly chosen available in the system, up to their max CP or your fleet's current MP, whichever is lower.

3) Pursuit: Tops up the enemy fleet with the lowest MP-per-CP ships they have available in the system, up to their max CP or your fleet's current MP, whichever is lower. Ships which did not possess any offensive capabilities would only be added if no other ships were available.
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12 years ago
Sep 7, 2012, 5:25:40 PM
The idea is nice, since it would really help to reach Melee in Late-game, but I fear that the method could interfere too much with the system right now. One of my propsals in the "Expansionpack"-Thread is to prolong the 5 Turn System, since sometimes (especially with big fleets in late-game) 3 range-turns aren't enough and the battle ends in draw at a melee-range which is somehow weird. Even though i like the actuall system, I think it would be better to extend the turn-system, thus giving the opportunity to add more rounds, making "draw" obsolete and helping adding range-cards, formations and as you suggested: reinforcements.
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