Full Thrust Java test list -- October 2006

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RE: Retargeting Fighters



On the one hand, I agree with Roger. On the other hand, another implementable step could shorten the game and trade of for adding this extra step in fighter games. It's long been a desire of mine for COmbat turns where all ships and placed marker weapons are out of attack range of any targets (often the first several turns of most games, and occasionally in mid and late games) , that the combat turn gets automatically skipped. This can save literally weeks in large games.

However, a possibly implementable solution may be to autmatically target PDS at fighters in range by default. Usse some weighted algorithm for the number of PDS per fighter group (and strength of fighter group. If fighter groups target ship A during movement, and stays with ship A, then the combat orders phase shows Ship A's PDS automatically allocated vs. the fighters. Player A may re-allocate the PDS any way he desires. If Fghters retarget to ship B for combat phase, then player B relies on the auto-allocation of PDS.

ADFC is a little tricky in this scheme, but you can say that if PDS of an ADFC-armed ship  is not already targeting fighters that come into range because of figher retargeting, then the ADFC automatically engages the PDS it can in the same weigted fashion.


-----Original Message-----
From: Roger Burton West [mailto:roger@xxxxxxxxxxxxx]
Sent: Mon 10/23/2006 6:44 PM
To: ftjava-test@xxxxxxxxxxxxx
Subject: Re: Retargeting Fighters
 
On Mon, Oct 23, 2006 at 02:22:31PM -0700, Tony Christney wrote:

>I am about ready to abandon my efforts unless someone can
>think of a brilliant solution to this dilemma. Any ideas?

I can't reconcile the full target selection ability with the abbreviated
FTJ turn sequence. An extra "fighter step", restoring the full FT rules,
is the only practical way to solve this problem - and I can understand
why that isn't wanted.

R





textfilter: ignored an application/ms-tnef part called winmail.dat





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