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Newbie with feature request

 
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Newbie with feature request - 6/20/2010 7:10:54 PM   
jalapen0

 

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Hey all,

I've been a lurker here although I've owned the game for a while. I haven't played it much, just not enough time. I hope to in the future though. I have a feature request and I'm sorry if it's been mentioned in the forums already. As I've said, I don't have much time.

I'm curious if it would be possible to give orders to specific ships within a fleet. Much like SE. I've love to be able to build a carrier group, protected by escorts, point defence ships, etc. Or even a sniper group...a large ship, with a single, large caliber, long range weapon, protected by escorts, that stay at outer most range. Tactical play would be endless and it would totally make this real time game kick ass. I don't want to control ships directly. I believe this specific feature in SE was a "Strategy" order in the ship design screen.

This game has very basic orders, I'd like to see more. I'd also like to give ships the ability to escort certain other ships.



Again, if this is in the latest patches or has already been suggested, I apologize.

Post #: 1
RE: Newbie with feature request - 6/20/2010 8:51:46 PM   
Canute0

 

Posts: 616
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From: Germany
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quote:

I believe this specific feature in SE was a "Strategy" order in the ship design screen.


At the same screen at DW you can decide the ship tactic.

(in reply to jalapen0)
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RE: Newbie with feature request - 6/20/2010 8:57:55 PM   
Starfry

 

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You are able to order individual ships within a fleet to pursue different orders. Just select some of the escorts in the fleet, right click on the ships you want to protect and click escort.

Engagment ranges can be adjusted. You need to go to the ship design screen al look on the top left for the engament options. Select standoff for both target types, against heavy and weaker, and that ship will do its best to standoff while attacking.

(in reply to jalapen0)
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RE: Newbie with feature request - 6/21/2010 2:25:33 PM   
jalapen0

 

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ah thank you. As soon as I get a chance I will take a look at that. Do they actually work properly?

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RE: Newbie with feature request - 6/21/2010 8:09:25 PM   
jalapen0

 

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Another question.....can you build an escort filled with countermeasures and expect those countermeasures to protect other ships within range? Thanks.

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RE: Newbie with feature request - 6/21/2010 10:45:11 PM   
Canute0

 

Posts: 616
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no, all modules only work for the ship they are build in.


(in reply to jalapen0)
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RE: Newbie with feature request - 6/21/2010 10:54:03 PM   
jalapen0

 

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That's disappointing. That should be changed.

(in reply to Canute0)
Post #: 7
RE: Newbie with feature request - 6/22/2010 2:13:00 AM   
tornnight

 

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I imagine it's just a balance thing. Otherwise the AI will quickly get outclassed.

Now if later on the AI can do it as well. Ooooo

(in reply to jalapen0)
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RE: Newbie with feature request - 6/23/2010 2:35:59 AM   
jalapen0

 

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Think of it this way. You have a capital ship with 20 escorts. An enemy lobs a long range missle at your capital. The 20 escorts sit there and twittle thier thumbs while the missile flies through the guantlet and hits the capital? That just doesn't feel right to me.

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RE: Newbie with feature request - 6/23/2010 5:06:14 AM   
ceyan

 

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quote:

ORIGINAL: jalapen0

Think of it this way. You have a capital ship with 20 escorts. An enemy lobs a long range missle at your capital. The 20 escorts sit there and twittle thier thumbs while the missile flies through the guantlet and hits the capital? That just doesn't feel right to me.


Space is big, who knows how far a ship moving in "formation" would actually be from another. Even modern navies (well, at least the US Navy) keep ships fairly spread out to the point where most direct counter-measures (as would be used in your example) can't be used to support another ship in the fleet. So how it can feel "not right" makes absolutely no sense considering that's how its done in real life.

Besides, the defense mechanisms in Distant Worlds are passive in nature, not active. Interfering with your opponents ability to hit is one thing, interfering with your opponents ability to hit someone else is a whole different ball game. About the best you could hope for is an ECCM module, to reduce the chance of your opponent to hit as opposed to the chance for you to be hit.

(in reply to jalapen0)
Post #: 10
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