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#21 Aizen Teppa

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Posted 17 July 2014 - 09:12 AM

Hmm yes. But how would you propose we simulate that in tactical combat? 

 

With Star Trek Armada 2-engine it would be possible to do (as you can jump -warp/wormhole- easily between 2 points on the map), but unfortunately not in FoC.



#22 a.fake.name

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Posted 18 July 2014 - 04:31 AM

Hmm yes. But how would you propose we simulate that in tactical combat? 

 

With Star Trek Armada 2-engine it would be possible to do (as you can jump -warp/wormhole- easily between 2 points on the map), but unfortunately not in FoC.

Wormholes tend to be tied to a great many bugs, especially in multiplayer for A2.

Zeta, the Thrawn Pincer is only made so easy due to the current small range of the gravity wells.
I've read comments that it will be increased in some manner for the next version.

 


Playing PR when stoned is awesome

 


#23 johnchm.10

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Posted 18 July 2014 - 11:51 AM

Given the sizes of the maps we are dealing with, we really can't simulate a thrawn pincer that well. Unless you are using something REALLY slow, and the behavior of the ai, you rarely have to wait long for hard contact to occur. And when it does, the enemy fleet tends to come to you, so subsequent ships, even in they hype into the same place, they won't have to travel for as long in order to engage the enemy. And most of the time, the interdictor being used is either a cc7700 or an immobilizer so you can kill them quickly. As long as you send something with turbolasers, you can kill an immobilizer quickly. Hell, an EF-76 could take a 418 with little effort.

#24 a.fake.name

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Posted 19 July 2014 - 10:38 PM

I don't really bother with interdictors until later ingame when I'm hunting down surviving enemy fleets, and even then not often because the AI usually just throws everything it has at me as soon as it has it.


Playing PR when stoned is awesome

 




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