Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!dali.cs.montana.edu!caen!sdd.hp.com!cs.utexas.edu!ted From: ted@cs.utexas.edu (Ted Woodward) Newsgroups: comp.sys.mac.games Subject: Re: Spaceward Ho 2.0 Suggestions Message-ID: <354@victoria.cs.utexas.edu> Date: 1 Jun 91 07:36:13 GMT References: <1991May31.170041.9305@tc.fluke.COM> <1991May31.185759.24553@tc.fluke.COM> <1991May31.210354.18769@cs.umn.edu> Organization: U Texas Dept of Computer Sciences, Austin TX Lines: 47 In article <1991May31.210354.18769@cs.umn.edu> vergis@cs.umn.edu (Anastasios Vergis) writes: >In article <1991May31.185759.24553@tc.fluke.COM> moore@tc.fluke.COM (Matt Moore) writes: >> C) Lack of retreat from battles is not a problem for me: it adds a major >>element of uncertainty of the game, which is OK, because the game is all >>about long range planning in the face of uncertainty. >I agree. People who want to retreat from battles, should not forget that it >takes years to prepare a jump through hyperpace! If you really want >to find out about the enemy defences, well, send a small force there >first. This adds to the complexity of the game. Option to retreat >would make it much easier. There is also the question of how well >the computer opponents will use it. I don't agree. Think about this; detection range is longer than effective weapons range (by definition). If my guys swoop in and see a huge fleet coming out to meet them, I want the Admiral leading them (me) to be able to decide to run away, much like in Reach for the Stars. Of course, you can't scout the system until you have eliminated all of the enemy, just like now. I don't want to have to specify that my fleet will retreat after taking a certain amount of damage; I don't want my fleet running if there is only 1 enemy ship left and I've lost 50%...besides, I'm a firm believer in letting the being on the spot call the shots; that's what all of MY Admirals are trained to do... PLEASE speed up network games; I tried playing a 2 player 2 computer game (50 planets) on a fairly large network that was empty (the lab was closed), playing on Mac IIx's. Slow as dry cement... I'd also like to see protection for high valued ships; I'm not going to put my only colony ship in the fleet in the battle line with the rest of the ships; I don't care if it won't shoot as long as it stays safe. What about retreats insystem, or what if both players agree not to fight? In version 1.1, the money display could show a planet non-italicized (getting enough money), but come up with the 'some red planets...are not receiving enough money'. Please fix this; better yet, let you set the amound above the line for planets by typing it in. -- Ted Woodward (ted@cs.utexas.edu) "Mad scientists HATE shopping for shoes!" -- Peaches