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Author Topic: Create fleet / armada  (Read 8510 times)
SirEmi
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« on: December 15, 2012, 09:19:02 AM »

Working on an update that will enable ships to be grouped into a fleet / armada.

Fleet management enables the adding and removing of ships from fleet and creating a new fleet / armada and giving it a name.

This feature will enable to Jump the whole fleet, that is jump multiple ships once all the timers for all ships have been calculated.

Will have a new button on left menu on Comms->Fleets that will enable fleet management and to see the timers and fleet destination. Once all timers are completed, the Jump button from Comms->Fleets will be active, making the fleet jump all ships at once.

Fuel checks will be made and the fleet will only jump if all ships in the fleet have enough fuel for the jump. Fuel warnings will be shown for ships that don't have enough fuel, so appropriate action can be taken to refuel.

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GoodPerson
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« Reply #1 on: December 15, 2012, 05:44:31 PM »

you can also create a com mission that are specially made for a fleet, like fighting another fleet
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JamJulLison
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« Reply #2 on: December 15, 2012, 11:15:46 PM »

This is good in theory. But what good is a fleet when all the ship battles are 1 on 1 anyways?
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« Reply #3 on: December 18, 2012, 11:54:32 AM »

fleet vs fleet battle will be only effective if all of them enter the battle, not one by one.

If possible, in battle, made all ships fire at the same time, but the attack only hit ship with highest power
This can create a new tactic : the strongest ship is mostly armour/shield for taking damage, while the other weaker ships are firing from behind for dealing damage.

Another problem it attack timer.
Fleet's power is high since composed of more than one ship, if two fleet fight each other, we can get like 15 hours time or more.
This is too long.

But if the battle system is still 1 vs 1, fleet system is no more than a shortcut that let us move lots of ship at the sametime
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35 + 3 + 42 = 100
Want a proof?
Try manufacture FTL Drive mk 1

Before knowing this, i always thought mass won't change no matter what you do......
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« Reply #4 on: December 18, 2012, 01:01:45 PM »

No one in their right mind will engage in serious PvP action requiring fleets without also using QP to make the attack almost instant. Otherwise your simply asking for the otherside to re-arrange their ships to their advantage and then use QP to knock you back to a safezone.  so no worries about the power of your fleet, but as has been mentioned the current battle script with no advantage in numbers renders fleets useless in battle anyway.

It might be usefull in allowing an attack ship and a support ship to jump together...




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« Reply #5 on: December 18, 2012, 03:52:34 PM »

The only good I see if maybe if your trying to deplete a single ship of it's nukes. Even then hardly worth it. lol
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« Reply #6 on: January 08, 2013, 11:07:53 AM »

Problem with the whole engagement concept is: it can be sped up, changed configuration, added to , subtracted to. I am old world, if you submit your fleet to a fleet move, that should be the end of the story. you shouldnt be able to add or subtract various elements into a fleet, or run away when you figure out the math that will wear you a lesson in combat. i believe if you initiate a battle, that should be your turn over, like chess. no withdraws, no, "wait just want to slide the 6th fleet in there to help" . The defender should then get a chance to either defend, retreat or bolster troops if available. combat is very much weghted in favour of the aggressor in my personal opinion.
Bring on fleet combat because if its worked right, then teamwork becomes important...which is why we form corps yes? social and team work is a good addition to this game
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