Space combat has huge implications, but lacks the tools needed in order to make it as fulfilling as it is critically important. Currently, one group of ships blobs against another group of ships until one player decides that he's had enough and tries to evacuate to another star-system, or one fleet gets completely destroyed. However, in the age of FTL drives, ships should be much capable than this. Ships are horribly unmaneuver at the strategic level. They get into combat and they either all run away as a group or get blown up. This really doesn't make any sense both as a game and realistically.
If all ships retreat, the victor should gain the appropriate amount of warscore for their "victory." Obviously not as much as destroying an actual fleet, but for damaging one (Which costs resources in the repair yard) and for winning an engagement. This will extend the length of wars, while encouraging them to be less costly and to invoke more interesting diplomacy.
Individual Ship FTL Withdrawal
Fleets are given retreat conditions as defined by players and modified by their admirals. Ships that fall below a certain hull integrity (75%, 50%, 25%) as set by the player would initiate their own FTL retreat jump and attempt to return to the nearest starbase. However, these ships would still be considered part of the fleet that they were in. When repairs are completed, the ships may be given an option by the players to attempt to return to their fleets using the safest known route. Otherwise, the ships would simply wait until their fleet returned to pick them up, or until they were given new orders. Ships which disengage from combat this way should be considered lost and not able to receive new orders until they return to the nearest starbase or rally point.
New Fleet Options with Individual FTL Withdrawal
Sublight Withdrawal
A player controlling only one star system has no ability retreat whatsoever. Simply put, fleets should be able to detach ships from combat and allow them to withdraw either automatically, or by the directive of the player. Ships that use this option would still be able to be engaged as long as the combat that they were originally engaged in was still ongoing.
Players should be able to select individual ships and order them to leave combat and return to a starbase. This will allow for harassment attacks against larger vessels, better fidelity during the early game (Where players often have only a few star systems to move between), and a better combat overall.
Inspirations and Evidence
CoH - "Retreat" Option
Modernized Freespace 2
If all ships retreat, the victor should gain the appropriate amount of warscore for their "victory." Obviously not as much as destroying an actual fleet, but for damaging one (Which costs resources in the repair yard) and for winning an engagement. This will extend the length of wars, while encouraging them to be less costly and to invoke more interesting diplomacy.
Individual Ship FTL Withdrawal
Fleets are given retreat conditions as defined by players and modified by their admirals. Ships that fall below a certain hull integrity (75%, 50%, 25%) as set by the player would initiate their own FTL retreat jump and attempt to return to the nearest starbase. However, these ships would still be considered part of the fleet that they were in. When repairs are completed, the ships may be given an option by the players to attempt to return to their fleets using the safest known route. Otherwise, the ships would simply wait until their fleet returned to pick them up, or until they were given new orders. Ships which disengage from combat this way should be considered lost and not able to receive new orders until they return to the nearest starbase or rally point.
New Fleet Options with Individual FTL Withdrawal
Ship Withdraw Parameters
25%
50%
75%
Never
Ships return to fleet parameters
Repairs Complete
Repairs Complete and Safe passage
Never
25%
50%
75%
Never
Ships return to fleet parameters
Repairs Complete
Repairs Complete and Safe passage
Never
Sublight Withdrawal
A player controlling only one star system has no ability retreat whatsoever. Simply put, fleets should be able to detach ships from combat and allow them to withdraw either automatically, or by the directive of the player. Ships that use this option would still be able to be engaged as long as the combat that they were originally engaged in was still ongoing.
Players should be able to select individual ships and order them to leave combat and return to a starbase. This will allow for harassment attacks against larger vessels, better fidelity during the early game (Where players often have only a few star systems to move between), and a better combat overall.
Inspirations and Evidence
CoH - "Retreat" Option
Company of Heroes A "Retreat" option which breaks squad suppression and allows a squad to return to base so that they can be reinforced and healed. Retreating allows a player to preserve force integrity at the cost of time and territory (which will be captured by the enemy) their remaining forces will also fight at a disadvantage. Fleeting units can also be pursued and engaged.
Watch from 1:27, displaying units retreat.
Watch from 1:27, displaying units retreat.
Modernized Freespace 2
All Freespace 2 factions show high FTL agility in their ship designs. While Stellaris ships are incapable of making trans-system tactical jumps, they can still rapidly leave a system using their drives. It makes no sense for a ship, full of highly trained officers and crew, to fight to the death when their destruction is imminent.
Watch from 8:35 to 9:17
The Corvette Juarez abandons combat at 4 percent hull integrity and limps out of the combat area. The Destroyer Meridian follows suit shortly after. Behavior like this would be expected in any modern space navy that wants to preserve itself.
Watch from 8:35 to 9:17
The Corvette Juarez abandons combat at 4 percent hull integrity and limps out of the combat area. The Destroyer Meridian follows suit shortly after. Behavior like this would be expected in any modern space navy that wants to preserve itself.
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