Discussion:
avoid ground base
(too old to reply)
protomatter
2008-07-30 05:50:37 UTC
Permalink
if starships are set to avoid ground base, why do the fighters stored
within the base come out to defend it? shouldnt they be held in
reserve intil such time as the base is under attack? or am i missing
something regarding how this works

Proto
protomatter
2008-07-30 06:29:54 UTC
Permalink
Part 2

if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.

and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?

my tests show that gaurd ground base = on is no different than gaurd
ground base = off

is this not functioning yet?

Protogaurd
Gabor Törö
2008-07-30 19:29:16 UTC
Permalink
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.

Gabor
protomatter
2008-07-31 04:16:06 UTC
Permalink
Post by Gabor Törö
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.
Gabor
like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.

sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"

result = fleet A and b fight base does nothing. and nobody attacks the
base.

it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.

otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.


the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.

PProtogaurd
Gabor Törö
2008-07-31 06:36:31 UTC
Permalink
Either you have an old host or youare drunk, Proto.

Please take for exemple

10 Raffas with DCs for Cent1 with Avoid base
Same for a Cent2 with guard base
Add a base for Cent2

Look at the sim Cent2 wins with huge advantage

Then switch off gaurd base (or change it to avoid bass in Diplomat)

Watch the sim. No unique winner.

To repeat it once more:

Guard base

- let a base with defense (wings or IC or AA guns) always follow its base
guards into space combat
- let units immediately group around friendly bases
- gives an weapon accuracy bonus when firing from inside the IC range at
base avoiders outside the IC range
- gives an weapon accuracy malus when baseavoiders are firing from outside
the IC range at base guards inside the IC range

Units give up their guarding position if they or the base are too long not
under fire anymore.

Avoid base does not mean that no units are attacked. It means "do not attack
bases and stay outside the corresponding base defense ranges (ships - IC,
wings - AA guns,even is such systemsare not present).

Better now?

Gabor
Post by Gabor Törö
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.
Gabor
like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.

sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"

result = fleet A and b fight base does nothing. and nobody attacks the
base.

it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.

otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.


the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.

PProtogaurd
protomatter
2008-07-31 21:53:25 UTC
Permalink
Post by Gabor Törö
Either you have an old host or youare drunk, Proto.
Please take for exemple
10 Raffas with DCs for Cent1 with Avoid base
Same for a Cent2 with guard base
Add a base for Cent2
Look at the sim Cent2 wins with huge advantage
Then switch off gaurd base (or change it to avoid bass in Diplomat)
Watch the sim. No unique winner.
Guard base
- let a base with defense (wings or IC or AA guns) always follow its base
guards into space combat
- let units immediately group around friendly bases
- gives an weapon accuracy bonus when firing from inside the IC range at
base avoiders outside the IC range
- gives an weapon accuracy malus when baseavoiders are firing from outside
the IC range at base guards inside the IC range
Units give up their guarding position if they or the base are too long not
under fire anymore.
Avoid base does not mean that no units are attacked. It means "do not attack
bases and stay outside the corresponding base defense ranges (ships - IC,
wings - AA guns,even is such systemsare not present).
Better now?
Gabor
Post by Gabor Törö
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.
Gabor
like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.
sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"
result = fleet A and b fight base does nothing. and nobody attacks the
base.
it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.
otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.
the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.
PProtogaurd
yes i understand now, however i was under the impression it meant
something completely different when we discussed it months ago prior
to implementation. but ok im understanding now.

Proto
GFM GToeroe
2008-07-31 23:38:16 UTC
Permalink
Post by protomatter
Post by Gabor Törö
Either you have an old host or youare drunk, Proto.
Please take for exemple
10 Raffas with DCs for Cent1 with Avoid base
Same for a Cent2 with guard base
Add a base for Cent2
Look at the sim Cent2 wins with huge advantage
Then switch off gaurd base (or change it to avoid bass in Diplomat)
Watch the sim. No unique winner.
Guard base
- let a base with defense (wings or IC or AA guns) always follow its base
guards into space combat
- let units immediately group around friendly bases
- gives an weapon accuracy bonus when firing from inside the IC range at
base avoiders outside the IC range
- gives an weapon accuracy malus when baseavoiders are firing from outside
the IC range at base guards inside the IC range
Units give up their guarding position if they or the base are too long not
under fire anymore.
Avoid base does not mean that no units are attacked. It means "do not attack
bases and stay outside the corresponding base defense ranges (ships - IC,
wings - AA guns,even is such systemsare not present).
Better now?
Gabor
Post by Gabor Törö
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.
Gabor
like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.
sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"
result = fleet A and b fight base does nothing. and nobody attacks the
base.
it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.
otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.
the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.
PProtogaurd
yes i understand now, however i was under the impression it meant
something completely different when we discussed it months ago prior
to implementation. but ok im understanding now.
Proto
You may remember at the suggestion with the two "fire separated
areas", but at the end we got this:

http://groups.google.de/group/alt.games.vgaplanets4/browse_frm/thread/2783b5a385f5254/0cadb63160e130cc?lnk=gst&q=guard+base#0cadb63160e130cc

The suggestion there finally found its way into space combat code...

Gabor
protomatter
2008-08-01 01:14:22 UTC
Permalink
Post by GFM GToeroe
Post by protomatter
Post by Gabor Törö
Either you have an old host or youare drunk, Proto.
Please take for exemple
10 Raffas with DCs for Cent1 with Avoid base
Same for a Cent2 with guard base
Add a base for Cent2
Look at the sim Cent2 wins with huge advantage
Then switch off gaurd base (or change it to avoid bass in Diplomat)
Watch the sim. No unique winner.
Guard base
- let a base with defense (wings or IC or AA guns) always follow its base
guards into space combat
- let units immediately group around friendly bases
- gives an weapon accuracy bonus when firing from inside the IC range at
base avoiders outside the IC range
- gives an weapon accuracy malus when baseavoiders are firing from outside
the IC range at base guards inside the IC range
Units give up their guarding position if they or the base are too long not
under fire anymore.
Avoid base does not mean that no units are attacked. It means "do not attack
bases and stay outside the corresponding base defense ranges (ships - IC,
wings - AA guns,even is such systemsare not present).
Better now?
Gabor
Post by Gabor Törö
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.
Gabor
like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.
sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"
result = fleet A and b fight base does nothing. and nobody attacks the
base.
it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.
otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.
the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.
PProtogaurd
yes i understand now, however i was under the impression it meant
something completely different when we discussed it months ago prior
to implementation. but ok im understanding now.
Proto
You may remember at the suggestion with the two "fire separated
http://groups.google.de/group/alt.games.vgaplanets4/browse_frm/thread...
The suggestion there finally found its way into space combat code...
Gabor
actually i was refering to this subject
http://groups.google.com/group/alt.games.vgaplanets4/browse_thread/thread/f1db8f26092357a6/f4c52bafe3e9961b?hl=en&lnk=gst&q=Protomatter#f4c52bafe3e9961b
where you had quoted the following......

Qoute: 2) Let object which are set to "guard base" be handled like
bases (if
the vcr breaks off over a planet with a base) so that they are in the
same vcrs like the friendly base.
3) In vcr objects which are set to guard base can only be targetted if
the attacker is "in orbit", i.e. within a 400 distance to the
center. endQuote

thats what i was referring to
do you recall this?
Proto
GFM GToeroe
2008-08-01 07:12:15 UTC
Permalink
Post by GFM GToeroe
Post by protomatter
Post by Gabor Törö
Either you have an old host or youare drunk, Proto.
Please take for exemple
10 Raffas with DCs for Cent1 with Avoid base
Same for a Cent2 with guard base
Add a base for Cent2
Look at the sim Cent2 wins with huge advantage
Then switch off gaurd base (or change it to avoid bass in Diplomat)
Watch the sim. No unique winner.
Guard base
- let a base with defense (wings or IC or AA guns) always follow its base
guards into space combat
- let units immediately group around friendly bases
- gives an weapon accuracy bonus when firing from inside the IC range at
base avoiders outside the IC range
- gives an weapon accuracy malus when baseavoiders are firing from outside
the IC range at base guards inside the IC range
Units give up their guarding position if they or the base are too long not
under fire anymore.
Avoid base does not mean that no units are attacked. It means "do not attack
bases and stay outside the corresponding base defense ranges (ships - IC,
wings - AA guns,even is such systemsare not present).
Better now?
Gabor
Post by Gabor Törö
Post by protomatter
Part 2
if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.
and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?
my tests show that gaurd ground base = on is no different than gaurd
ground base = off
is this not functioning yet?
Protogaurd
Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.
Gabor
like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.
sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"
result = fleet A and b fight base does nothing. and nobody attacks the
base.
it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.
otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.
the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.
PProtogaurd
yes i understand now, however i was under the impression it meant
something completely different when we discussed it months ago prior
to implementation. but ok im understanding now.
Proto
You may remember at the suggestion with the two "fire separated
http://groups.google.de/group/alt.games.vgaplanets4/browse_frm/thread...
The suggestion there finally found its way into space combat code...
Gabor
actually i was refering to this subjecthttp://groups.google.com/group/alt.games.vgaplanets4/browse_thread/th...
where you had quoted the following......
Qoute: 2) Let object which are set to "guard base" be handled like
bases (if
the vcr breaks off over a planet with a base) so that they are in the
same vcrs like the friendly base.
It is the now other way arround: A base guard pulls friendly bases
into vcr if base defense is present (AA,IC, home guards). And I think
cloaked base guards follow their base into combat, too.
3) In vcr objects which are set to guard base can only be targetted if
the attacker is "in orbit", i.e. within a 400 distance to the
center. endQuote
It turned out that this would had been too good for base guards. Base
guards have the range advantage of LWs and the accuracy bonus for all
weapons. Base avoiders get additionally an accuracy malus.

In a civil war with identical fleets base avoiders will always lose.

Gabor

Gabor Törö
2008-07-30 19:26:05 UTC
Permalink
Post by protomatter
if starships are set to avoid ground base, why do the fighters stored
within the base come out to defend it? shouldnt they be held in
reserve intil such time as the base is under attack? or am i missing
something regarding how this works
The base and the home guards cannot know the intention of the attacker. So
home gaurds launches and orbit around the base. Ship also groups around the
base. If after a while the base isn't under attack the guard leave their
position and attack until they or the base comes under fire. Then they
return to protect the base and to take profit from the accuracy bonus/malus
which base guard's/avoider's fire which comes from within the IC range and
hits outside and vice versa.

Gabor
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