GFM GToeroe
2008-07-23 10:53:18 UTC
Hi!
We had reasons to change the charging. We wanted units charge at the
start. And we do not wanted to have slow charging before tick 300 and
we do
not wanted objects to wait with charging till they appear in vcr. We
also
introduced immediate 2nd wave. And we liked it because now combat
were decided earlier. And this minimizes the size of the rst, too.
The length of a vcr depends on the "contact" time of the hostile
objects. Of course if every object is set to "close to point blank" or
small stand offs then a vcr is over very rapid.
But if you operate with retreat and strike off or long stand offs then
vcr often lasts longer.
But there is an issue conected with super weapons which was brought up
earlier: Super weapons often fire their first time at tick 310.
Normally it takes 500 (SL IIRC) or 1000 (other SupWs) to charge a
SupW by normal means. But at tick 310 their is a power boost (not the
new one) which charges SupWs if the powerbank limit is big enough.
Tick 310 seems not fitting anymore to the reduced mean time of vcrs.
So there is the idea to shift this event from 310 to somewhere between
150 and 200. How do you think about it?
As the vcr times have become smaller one can also ask if the time
intervals [500, 2300] for Cents and [1500,2300] for other races when
ships and wings are allowed to leave comat have to be shifted to the
left on the time line.
Was is the real intention of the ability to flee from vcr? Objects
will be forced to a next vcr anyway. I'm not sure if it is and bonus
or malus. Could one think about a rule that cuts the number of
possible vcr per turn depending on the fact if it escaped from combat
or not?
GFM GToeroe
We had reasons to change the charging. We wanted units charge at the
start. And we do not wanted to have slow charging before tick 300 and
we do
not wanted objects to wait with charging till they appear in vcr. We
also
introduced immediate 2nd wave. And we liked it because now combat
were decided earlier. And this minimizes the size of the rst, too.
The length of a vcr depends on the "contact" time of the hostile
objects. Of course if every object is set to "close to point blank" or
small stand offs then a vcr is over very rapid.
But if you operate with retreat and strike off or long stand offs then
vcr often lasts longer.
But there is an issue conected with super weapons which was brought up
earlier: Super weapons often fire their first time at tick 310.
Normally it takes 500 (SL IIRC) or 1000 (other SupWs) to charge a
SupW by normal means. But at tick 310 their is a power boost (not the
new one) which charges SupWs if the powerbank limit is big enough.
Tick 310 seems not fitting anymore to the reduced mean time of vcrs.
So there is the idea to shift this event from 310 to somewhere between
150 and 200. How do you think about it?
As the vcr times have become smaller one can also ask if the time
intervals [500, 2300] for Cents and [1500,2300] for other races when
ships and wings are allowed to leave comat have to be shifted to the
left on the time line.
Was is the real intention of the ability to flee from vcr? Objects
will be forced to a next vcr anyway. I'm not sure if it is and bonus
or malus. Could one think about a rule that cuts the number of
possible vcr per turn depending on the fact if it escaped from combat
or not?
GFM GToeroe