#What if campaign battles didn't stop time?

25 messages · Page 1 of 1 (latest)

bronze jolt
#

When a battle in campaign starts, time outside the battle essentially stops. What if the AI could keep moving its craft to reinforce its others in battle? It doesn't need to be a system where the entire map is still simulated, but a timer of sorts where it calculates how fast a certain craft could arrive if it made a direct beeline to the battle?

paper smelt
#

I think I prefer the current system where individual fights are distinct set-piece battles. Allowing mid-battle reinforcements might increase the micromanagement burden in a game that already has a lot of details to manage.

bronze jolt
#

What about a distance limit where only craft within a radius could come to reinforce?

#

Say, within a box?

paper smelt
#

That still sets up a scenario where you have to think about both the set of vehicles that the game explicitly tells you will be involved and a possible second set that may be involved, and increases the possibility that if you win you might be unable to avoid immediately fighting another battle without any repair or resupply.

#

It just seems like it would make the game even harder to learn in exchange for perhaps a marginal increase in entertainment value for experienced players at best.

#

I see how this could be cool for experienced players and making the campaign more nuanced.

bronze jolt
#

In that case, would making it part of the very hard preset and part of custom settings be fine?

paper smelt
#

But it doesn't seem like it would be kind to new players and it also seems like less benefit to the game than other features that would be easier to implement.

#

Or at least sound easier to my admittedly inexperienced ears.

bronze jolt
#

I've no experience with it either, but the way I thought it would work is that it'd take the craft and make a path directly to yours, calculate the time it would take, and give you an alert/timer of what it would "arrive" and then spawn it 1000~m away from where its allied craft spawned. We already have everything but the "timer" function already in the game.

#

I can see why it'd be difficult for new players though, yeah

#

That's why I was saying it should be a very hard/custom settings exclusive

lusty onyx
#

I’m already in the trenches on expert having to fight back to back to back battles. This would make it very hard to plan your fights.

turbid bramble
#

it would allow air squadrons to serve as rapid reinforcement for threat too small to handle for naval assets in the area even if they're already tied in battle

hollow wharf
#

Please I hate when my reinforcements are a kilometer away when I’m forced to start a battle

harsh cypress
#

appears to me like a strategic skill issue

hollow wharf
#

Ok, and?

carmine swift
#

I think it should be a toggleable feature.

Because on the one hand, skip is right, it would brutalize newer players who might have to take back to back beatings with mediocre ships.

but so is rzombi, some people like the strategic level and I personally, as an plane main myself (still disappointed in the lack of bomb type weapons), would love to have a force of quick moving light planes to assist tougher, longer battles. If we could move drone forces from carriers independently then carriers could participate in battles without having to be rendered in the fight. And it would be a fun design challenge, make a ship robust enough to handle back to back fights with no resupply and no repair time. Ammo efficiency would matter alot more when you might need it to last.

safe ibex
#

Interesting add-in to this:

Campaign battles do stop time as far as construct movements, but they don't stop the game clock. Triggered events that happen after X hours count time spent in battle, so if you've got those looming in the future in a custom campaign, you will want to get your battles done ASAP

#

I like this idea, though

#

Of both the player and the enemy being able to add additional fleets to the battle if it lasts for enough time

bronze jolt
#

An idea is that you need to add the craft that you'd want to reinforce before the battle starts

#

So you can't just go "Oh damn they brought in everything time to send in my stuff" and same goes for the AI