Request for (fleet?) feature
from
JoeUser Forums
There's one thing about GC1 that has always annoyed me. I'd stick two or more defensive ships on a frontier planet for defense during a war, and they'd beat back the masses. All ships would take some damage, but with the damage spread between all of them, they could keep up with the damage doing repairs.
Until one of them leveled. All of a sudden, because that ship has a higher defensive value, it would catch all the attacks, eventually being beaten down and destroyed, at which point things go back to normal until the next ship levels, and so forth and so on.
At first, I was thinking of a fleet function, something to the effect of "designated defender" and a matching "designated attacker," though it occurs to me that that would lead to too much micromanagement for this use. While those might still be useful functions, I think it might be better just to change the way a default attacker/defender is chosen. Ideally, it would be "pick whichever ship has the best chances of survival" since someone has posted a formula for this that works for CG1, though I can see where there might be problems where attacker chooses ship A, defender chooses ship B, attacker switches to ship C because it's better against ship B, and defender switches to ship D because it's better against ship C, and then the attacker switches back to ship A (decisions made by the combat algorithm, not the players, that would be FAR too much micromanagement). Maybe a simple rule (use highest of total offense/defense as appropriate * current hit points), or "if, given best ship A, if ship B has at least 90% as much defense and at least 20% more HP as ship A, use it instead, though I can see the "best" solution working if at any time you've come back to a pair of ships you already suggested, that's the pair you go with (favors the defender, but I'm willing to accept that tradeoff, being a defensive player
)
Until one of them leveled. All of a sudden, because that ship has a higher defensive value, it would catch all the attacks, eventually being beaten down and destroyed, at which point things go back to normal until the next ship levels, and so forth and so on.
At first, I was thinking of a fleet function, something to the effect of "designated defender" and a matching "designated attacker," though it occurs to me that that would lead to too much micromanagement for this use. While those might still be useful functions, I think it might be better just to change the way a default attacker/defender is chosen. Ideally, it would be "pick whichever ship has the best chances of survival" since someone has posted a formula for this that works for CG1, though I can see where there might be problems where attacker chooses ship A, defender chooses ship B, attacker switches to ship C because it's better against ship B, and defender switches to ship D because it's better against ship C, and then the attacker switches back to ship A (decisions made by the combat algorithm, not the players, that would be FAR too much micromanagement). Maybe a simple rule (use highest of total offense/defense as appropriate * current hit points), or "if, given best ship A, if ship B has at least 90% as much defense and at least 20% more HP as ship A, use it instead, though I can see the "best" solution working if at any time you've come back to a pair of ships you already suggested, that's the pair you go with (favors the defender, but I'm willing to accept that tradeoff, being a defensive player
)