I'd like to see more strategic control of my fleet's behavior in combat -- once my ships are "in combat", they're gung-ho committed to a single strategic objective: destroy the enemy. My only strategic options are "Let them fight" or "Trigger Emergency FTL retreat".
I'd like more strategic control, where Fleet engagement, rather than "Aggressive, "Passive", "Scaredy-cat", is set in terms of Strategic objective, along the lines of:
The Enemy's Gate is Down, where I bullrush past fixed defenses to hit a specific target (hello, core AI, I'm looking at you).
The Final Stand, where, facing superior opposition, my units stay under the guns of fixed defenses near my home spaceport in a desperate defense
The Killdeer, where a weaker fleet plays the wounded killdeer, kiting the enemy units in before a second fleet arrives to close a pincer trap
An Orderly Retreat where my faster fleet is able to disengage, retreat to the hyperlimit, and warp out.
Re-posted from comments of *TheCrawlingChaos932*'s Combat Change: Tactical Withdrawl post. Original thread at: https://forum.paradoxplaza.com/foru...ge-tactical-withdrawals.951583/#post-21481105
Edit: Wed Jan 29, re-worded the Strategic Objectives to make it clear that I meant "Fleet or Station" where I had previously used "Unit", which people could interpret as a tactical single-ship objective within a combat.
I'd like more strategic control, where Fleet engagement, rather than "Aggressive, "Passive", "Scaredy-cat", is set in terms of Strategic objective, along the lines of:
- Engage (current) - Strategic objective: destroy all enemy fleets in system. Movement priority in combat as current; out of combat, to attack nearest enemy Fleet / Station. Targeting prioritizes targets of opportunity as current..
- Advance on (Fleet / Station A) - Strategic objective: engage and destroy Fleet A. Prioritizes movement towards A over movement relative to other enemy fleets. Targeting prioritizes Fleet A when in range, and targets of opportunity if not in range of A. Useful for bypassing slow or fixed units, civilian stations, etc, to achieve a strategic objective.
- Protect (Fleet / Station P) - Strategic objective: protect Fleet P. Prioritizes movement to interpose self between enemy units and P. Targeting prioritizes targets capable of bringing their own guns to bear vs Fleet P, then those close to in-range of P, and targets of opportunity if no enemy are close to P.
- Hold position with (Fleet / Station F) - Strategic objective: engage the enemy as a cohesive unit with Fleet F. Movement priority is to remain "under the guns" of Fleet F, preferring positions where the enemy cannot fire at this fleet without F being able to fire at it. Targeting prioritizes targets of opportunity which come under the gun range of F.
- Move to position (X, Y) - Strategic objective: reach the specified location. Movement prioritized to X,Y. Targeting prioritizes targets of opportunity within weapons range. Useful for bypassing slow or fixed units, civilian stations, etc, to achieve a strategic objective. Useful for disengaging (with fast ships), or luring a pursuing enemy fleet towards your choice of location.
- Retreat beyond Hyperlimit - Strategic objective: orderly retreat to the Hyperlimit, where we can re-form to either FTL transfer, wait for reinforcements, etc. Movement prioritized to escape enemy gun range (scatter), then to move beyond the hyperlimit, then to reform into a cohesive formation. Targeting prioritizes targets of opportunity (pursuers).
- FTL Withdrawl - Strategic objective: orderly, safe FTL retreat from the system. Movement and targeting prioritized as per Retreat beyond Hyperlimit. While it is "safe" to do so, ships will re-form the fleet beyond the Hyperlimit. When an enemy fleet is able to reach 1.2 * N range from the re-formed fleet in the time it takes the fleet to FTL windup, at that point the re-formed fleet will use a normal FTL transfer to escape the system. Ships remaining in the system will attempt to use Emergency FTL at that point.
- Emergency FTL - Strategic objective: immediate FTL retreat from the system. Movement and targeting as per Retreat beyond Hyperlimit. Any unit which can standard-FTL-transfer with no possibility of being engaged uses standard FTL transfer. Units within the hyperlimit, currently engaged by the enemy, or capable of being engaged by the enemy before makeing a standard FTL transfer take the 25% hit point risk.
The Enemy's Gate is Down, where I bullrush past fixed defenses to hit a specific target (hello, core AI, I'm looking at you).
The Final Stand, where, facing superior opposition, my units stay under the guns of fixed defenses near my home spaceport in a desperate defense
The Killdeer, where a weaker fleet plays the wounded killdeer, kiting the enemy units in before a second fleet arrives to close a pincer trap
An Orderly Retreat where my faster fleet is able to disengage, retreat to the hyperlimit, and warp out.
Re-posted from comments of *TheCrawlingChaos932*'s Combat Change: Tactical Withdrawl post. Original thread at: https://forum.paradoxplaza.com/foru...ge-tactical-withdrawals.951583/#post-21481105
Edit: Wed Jan 29, re-worded the Strategic Objectives to make it clear that I meant "Fleet or Station" where I had previously used "Unit", which people could interpret as a tactical single-ship objective within a combat.
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