[TENTATIVE] Guard / Escort feature
Posted: Fri Jan 27, 2012 1:50 am
This is something that has been debated in the past. Add the ability to escort, protect etc.
Initially the fleets could support 1 ship only. Therefore this has been ignored till we moved to 5 ship fleets. This debate calmed down momentarily but was then again brought up.
Here are two suggested FLEET ORDERS:
a)Guard
b)Escort
Description:
1)User selects a stationed fleet, lets stay Strike Force fleet (we all tend to leave our strike force sitting on a port , right ? )
2)User selects a PORT if it is GUARD or a FLEET if it is escort.
3)User selects one of the two options (Stop engaging after X amount of engaging times or after X loss times)
4)Users then selects guard or escort.
If it is an escort, the Strike Force fleet will escort the target fleet anywhere it goes. If someones attempt to engage the target fleet, then the Strike Force will emerge and the attacking fleet will engage strike force instead.
If it is a guard order, then the Strike Force fleet will guard a said port and will defend any of the player owned fleets that are attempted to be attacked in the vinicity of the selected port.
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Notes:
=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-
-Danger will count normally for all engaging fleets.
-The fleet on guard/escort will engage as many times set by player.
-The attacking fleet will be like attacking the guard/escort fleet in terms of gameplay. Danger will be given normally to attacking fleet and deducted normally from defending fleet(the guard/escort in the case it interferes).
-If attacking fleet beats the escort fleet, then the battle will end. Attacking player will be able to repair and attack again if it wishes. He will be only able to finally attack the original target when the escort/patrol fleet will exhaust the number set or will become fully damaged.
-An escort/guard fleet will automatically stop helping if it becomes nearly fully damaged to prevent easy losses (as there will be no danger protection for an active escort/patrol fleet).
-There should be no limitations; if one player want 10 escort or guard fleets, it is fine.
-Escort/guard will be a full order. It means thatif for example it follows a trade route, only the trade route ships will trade. The escort fleet will wait (just as it would normally happen).
-Escort/guard fleets will mention it in assault page
Perhaps this can be the perfect strategy and what the game will need right after the voodoo which are expected to weaken the strength of the trade routes. This way we will space to the merchants to also expand in military force while always letting the needed space for piracy open.
Initially the fleets could support 1 ship only. Therefore this has been ignored till we moved to 5 ship fleets. This debate calmed down momentarily but was then again brought up.
Here are two suggested FLEET ORDERS:
a)Guard
b)Escort
Description:
1)User selects a stationed fleet, lets stay Strike Force fleet (we all tend to leave our strike force sitting on a port , right ? )
2)User selects a PORT if it is GUARD or a FLEET if it is escort.
3)User selects one of the two options (Stop engaging after X amount of engaging times or after X loss times)
4)Users then selects guard or escort.
If it is an escort, the Strike Force fleet will escort the target fleet anywhere it goes. If someones attempt to engage the target fleet, then the Strike Force will emerge and the attacking fleet will engage strike force instead.
If it is a guard order, then the Strike Force fleet will guard a said port and will defend any of the player owned fleets that are attempted to be attacked in the vinicity of the selected port.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Notes:
=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-
-Danger will count normally for all engaging fleets.
-The fleet on guard/escort will engage as many times set by player.
-The attacking fleet will be like attacking the guard/escort fleet in terms of gameplay. Danger will be given normally to attacking fleet and deducted normally from defending fleet(the guard/escort in the case it interferes).
-If attacking fleet beats the escort fleet, then the battle will end. Attacking player will be able to repair and attack again if it wishes. He will be only able to finally attack the original target when the escort/patrol fleet will exhaust the number set or will become fully damaged.
-An escort/guard fleet will automatically stop helping if it becomes nearly fully damaged to prevent easy losses (as there will be no danger protection for an active escort/patrol fleet).
-There should be no limitations; if one player want 10 escort or guard fleets, it is fine.
-Escort/guard will be a full order. It means thatif for example it follows a trade route, only the trade route ships will trade. The escort fleet will wait (just as it would normally happen).
-Escort/guard fleets will mention it in assault page
Perhaps this can be the perfect strategy and what the game will need right after the voodoo which are expected to weaken the strength of the trade routes. This way we will space to the merchants to also expand in military force while always letting the needed space for piracy open.