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Re: [OT] Unpredictable AI

From: Derk Groeneveld <derk@c...>
Date: Fri, 22 Jun 2001 10:21:43 +0200 (CEST)
Subject: Re: [OT] Unpredictable AI

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On Fri, 22 Jun 2001, Derek Fulton wrote:

> At 09:55  22/06/01 +0200,  Derk wrote:
>  >This is what stumped me about fighters. Am I correct in that they
move
>  >'cinematic' in vector games? In that they retain no speed vector? It
>  >strikes me as really silly if I boost my carrier up to speed 35, I
launch
>  >my fighters, and immediately leave them in the dust behind me? Isn't
>  >there a reasonable fix to this, or did I entirely misunderstand the
>  >subject at hand?
> 
> No, there is no quick and easy fix to this aside from making fighters
move 
> the same way as ships. There is a house rule where screening fighters
are 
> allowed to move along with the ship they're screening if the ship's 
> velocity is greater than the fighter's movement allowance, this leads
to 
> some pretty funny images. A great wave of fighters screening a
speeding 
> lone scout, which drags the fighters along at it's velocity in a
'attack 
> run' on the enemy fleet and the enemy fleet doing it's best to destroy
the 
> scout in order to 'stop' the fighters :)

Ah, yes. This makes perfect sense, of course; they're dragged along in
the
screening ships draft. Less resistance and all.
 
> I suppose this is one of those things to be fixed in the future.

I do hope so; it sounds seriously broken to me, but then again I never
played the game.

Is there a reason for NOT giving fighters a thrust number, and using
them
as regular ships? (Or actually using the squadron as if it were a
regular
ship) Combat endurance could make more sense then, as well - expend
combat
endurance for thrust, so you're okay when coasting in, but not when
maneuvering rapidly.

Cheers,

   Derk
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