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TerraNova Player-Rank: 2 TerraNova is a male
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Admiral / Governor suggestions Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Here are some suggestions for admiral/governor rules, rule modifications, etc.:

1. A "wait" condition. There would be two variation: a) wait until a specific turn number, and b) wait a number of turns. Great for delaying and coordinating attacks. This could possibly also be used to create an "expiry" date for governors and admirals.

2. Allow negative numbers for certain values. For example: "If Empire Wide Income per turn is less than -100".

3. Have a retreat condition that retreats if the fleet gets below X firepower, or X ships.

4. Have a "retreat" option that simply holds position given a certain condition, ie. a "stop attacking" order.

5. Man ships just produced as a *Governor* rule. Yes, I know the code doesn't recognized ships "just produced" yet. Or, if you want to get really fancy, you can right click on a ship in the build queue and set it to automatically man or not.

6. Let admirals declare war at the last second, just before attacking someone. This would be a separate rule, for safety. You'd of course have to be able to declare attack orders on neutral or peacful targets for this to be useful. This way you can plan to start wars while you're asleep...

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23.09.2007 01:04 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
TerraNova Player-Rank: 2 TerraNova is a male
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Wanted to add a few more suggestions, mostly concerning retreat options:

7. Retreat destination: retreat to nearest friendly planet (yours or ally's), or nearest friendly planet with a shipyard.

8. Retreat destination: retreat up/down/left/right arbitrary units (lets you back off a planet that's too hard to take, for example)

9. Retreat condition: retreat when you do X more or less percent damage to the opposing target than it does to you. These would use the percent damage values given in the combat reports. So you could set your fleet to retreat when it's dealing less damage percent-wise than it's taking, ie. when it's losing (slowly). The X more or less would let you give yourself a safety margin: you could say "retreat when your fleet takes more than 10% less damage than the opposing fleet". This would mean if your fleet takes 21% damage, and your opponents' takes 30%, you trigger a retreat. If it was 19% instead of 21%, you'd keep fighting. This could be implemented as a multiplier too (eg. half the opponents percent damage).

10. Retreat when the damage you take is greater than X percent in the combat report.

11. Retreat when there are less than X of a specific ship type left.

12. Retreat if confronted with ground defenses, or with ground defenses while not having bombers.


This may be too many retreat options, but automatic retreats are one of the most important and trickiest things Admirals are responsible for, especially when you're commanded a huge fleet that won't necessarily be eliminated in one round, but will eventually if it doesn't retreat.

If nothing else I would want #9 implemented; #3 too but it's not as all-encompassing. #9 really covers all situations and is great for superfleets: if you're losing, run! And preserve your force...

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This post has been edited 1 time(s), it was last edited by TerraNova: 27.09.2007 18:01.

27.09.2007 17:58 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
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Thread Starter Thread Started by TerraNova
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Alright, since I'm all in favour of lots of retreat conditions, it would make sense to:

13. have the ability to combine retreat conditions using "and" operators, similar to governor conditions. This would be especially useful for combining the "number of ships" and "damage level" conditions.

Similarly, you could also have:

14. Retreat condition based on number of hitpoints remaining. This is less flexible than 13, but requires less rules to cover different states of fleet disrepair. I'd like both included, personally; I like having options.

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01.10.2007 17:24 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
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Thread Starter Thread Started by TerraNova
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15. Allow the intercept rule for Assault admirals. It would execute in sequence, ie. once that rule has been reached, it stays on it until a retreat rule intervenes. "Don't follow enemy ships to their home planet" would also have to be implemented if this was done.

16. Add a modifier to the intercept rules that lets you define how far you're willing to let your fleet go before giving up pursuit (useful in the case of very similar speeds). For a Defense admiral, you'd want to make this small, whereas for an Assault admiral you might make it large, and more bloodthirsty...

17. Possibly merge Assault and Defense admirals? You'd have to distinguish the Defense rally command from the Assault rally command, since they work different. Maybe just rename the Assault rally command "set waypoint". Intercept priority would have to be tweaked, perhaps have two flavours of that too.

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This post has been edited 1 time(s), it was last edited by TerraNova: 01.10.2007 21:01.

01.10.2007 20:36 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
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Thread Starter Thread Started by TerraNova
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18. Prioritize Governors. The ability to designate that a certain type of Governor will run before other types, by assigning a priority number. This is important for certain rules that involve balancing empire-wide income/production/research.

19. Prioritize rules. Talked about before in various forms, but basically, the ability to designate whether certain rules have priority (such as intercept nearby ships over continue with conquest), and whether they happen once until satisfied or you keep checking the condition. Basically, a lot of this is built into the current rules, but this gives the player the flexibility.

20. Intercept ships X units away from a planet/sun, arbitrary point, or *other* ship/fleet. Keeps a defense/escort fleet focussed on a certain area, rather than possibly getting involved in a chain or pursuits.

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02.10.2007 18:18 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
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I think having the governers wait until a certain turn number is a great idea. Thats something that should definitly be implemented into the game.

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13.10.2007 03:16 DethByJuicyFruit is offline Send an Email to DethByJuicyFruit Search for Posts by DethByJuicyFruit Add DethByJuicyFruit to your Buddy List
Halburn Player-Rank: 4 Halburn is a male
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I think you need to have something so the scouts can follow fleets and not tag along with them. It would be something like

Follow target at #units.

This would allow the scout to follow and emeny fleet into battle with out being destroied. It would also make the long range scanners more effective. You could make a Scout with 100 scanners, speed of 89 and have it follow a target at 80 units. If they want to the scout gone they have to dipatch something to take it out more like RL. Only problem I see with this is getting the scout to match the speed of the target.
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quote:
Originally posted by Halburn
I think you need to have something so the scouts can follow fleets and not tag along with them. It would be something like

Follow target at #units.

This would allow the scout to follow and emeny fleet into battle with out being destroied. It would also make the long range scanners more effective. You could make a Scout with 100 scanners, speed of 89 and have it follow a target at 80 units. If they want to the scout gone they have to dipatch something to take it out more like RL. Only problem I see with this is getting the scout to match the speed of the target.


http://www.cosmicsupremacy.com/forum/thr...d=6303#post6303

http://www.cosmicsupremacy.com/forum/thr...p?threadid=1310

Perhaps some other posts I missed.

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16.10.2007 20:30 quickstrike is offline Send an Email to quickstrike Search for Posts by quickstrike Add quickstrike to your Buddy List
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Hello,

First of all i understand that you guys see mee as a newby/youngster with a far to big mouth who'd better play a round before adding any commend at all.
Maybe that is true; I problably should...

I am fully aware that my influence is zero and that adding something inhere is therefore as shouting under the watersurface.

thought i would like to have said that:

Looking at the list of actions for govenors and admirals already standing, and reading the posts here on the forum.
It seems that people dont want to build there empire at all, instead they want to program the govenors and admirals correctly on forehand

options as

if
and
else
nor
always
then
"wait (un)till"

in combination with conditions, statements and variables.

are making us act much more like programmers scripting a look-a-like BASIC then as gamers in my humble opinion.



Maybe some see some bubbles if they read this..

but dont bother im unconcerned about programming instead of gaming
16.10.2007 22:07 unconcerned is offline Send an Email to unconcerned Search for Posts by unconcerned Add unconcerned to your Buddy List
Erwin [CS] Player-Rank: 2 Erwin [CS] is a male
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Well, don't worry. When Governors and Admirals were introduced the intention was to make your life as a player easier by taking away some micro-management tasks, and offering a tool that allows you to not having to be online all the time to manage your empire.

However, the goal was never to create a scripting language that runs your empire with little or no need to intervene. Complex conditions and statements or even variables will never be implemented, since that will automatically reduce the player-base down to 10% of what we have now. I am aware of that and I will try to make sure not to cross that invisible line.

For example you will never see things like "wait until turn 300 and then declare war on player A". That is not micromanagement, that's the sort of thing the player will continue to having to do all by himself.

Having said that, there are some more additions that I would like to see myself (including some suggested in this thread), and especially sort out some issues with the current Admiral behavior.
16.10.2007 22:57 Erwin [CS] is offline Search for Posts by Erwin [CS] Add Erwin [CS] to your Buddy List
TerraNova Player-Rank: 2 TerraNova is a male
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Thread Starter Thread Started by TerraNova
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quote:
Originally posted by unconcerned
but dont bother im unconcerned about programming instead of gaming

Then by all means, play the game. And enjoy.

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16.10.2007 23:02 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
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Thread Starter Thread Started by TerraNova
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quote:
Originally posted by Erwin [SC]
For example you will never see things like "wait until turn 300 and then declare war on player A". That is not micromanagement, that's the sort of thing the player will continue to having to do all by himself.

Aww...

But seriously, that actually is micromanagement in certain situations: when you send a fleet towards someone 12 turns away, but want to declare war only 1 turn before you reach their system, or get within their scan range. It's the kind of thing that gives an advantage to someone who can have access to the game at that exact turn, despite being such a minor action.

quote:
Originally posted by Erwin [SC]
Having said that, there are some more additions that I would like to see myself (including some suggested in this thread), and especially sort out some issues with the current Admiral behavior.

Smile

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16.10.2007 23:19 TerraNova is offline Send an Email to TerraNova Search for Posts by TerraNova Add TerraNova to your Buddy List
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