Topic: Disengagement Rule Paradigm Shift  (Read 1465 times)

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Offline drb

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Disengagement Rule Paradigm Shift
« on: August 05, 2004, 01:50:40 pm »
Hoi Folks,

 Number 11 on Gook's list was/is not resolved IMHO.

 The disengagement rule itself remains unchanged, lose a p v p leave the hexx for the amount of time required. The shift comes by applying the rule to "fleets." For this post I define a fleet as an individual ship, or two or more ships working/flying together.
 If you are flying in a "single ship fleet" and you enter a hexx that has a force too great, and you must disengage, that fleet of one ship is banned from the hex, as per the disengagement rule. If it was a real military encounter the ships would report the situtation, and request orders. Now the fleet command would not send, or should not sent a unit into a disadvantage, so command would effectively place the ban on their own ship untill reinforcements arrive. When the reinforcements arrive, lets say, another single ship fleet, the banned fleet could merge with the reinforcements to form a new opperational fleet thta would be able to enter the said hex. If the "new" fleet taco bells, then that entire fleet is subject to the ban.
 By applying the disengagement rule to fleets in the stead of players, we promote the esclation of conflict at key spots, include the small ships in the big battles, and prevent the abuse of the mechanics of the dynaverse where the weaker force takes the hex.

I'll ask again, clear as mud?

I have to run errands for my wife and daughter, I will post more on the subject later. I do thing that this shift is significant.
Oh, FireSoul the fleet is considered one unit, if a ship is destroyed, or must disengage from the battle, but its fleet wins the one ship, or two ships would win or lose as the fleet does. Bans on fleets are in effect even if a new fleet is formed, deals with the threat, and the reinforcements go back to whatever they were doing prior to the call for help, first the single ship fleet that was chased out must stay out for the required time.
 Enforcement, must be left up to the players. I do not see a problem with this as if you see the same fleet that you just chased off, you will know it, if you don't pick up on it go to bed get some rest, come back to the game alert.

Take care

drb

Offline Gook

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Re: Disengagement Rule Paradigm Shift
« Reply #1 on: August 05, 2004, 03:58:16 pm »
Certainly going back with a buddy within the original ban time would be an improvement. <hastily adds> from one perspective.

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Offline Lepton

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Re: Disengagement Rule Paradigm Shift
« Reply #2 on: August 05, 2004, 06:39:44 pm »
It's an interesting idea, but I can see some layers of complications being added onto this.  What exactly happens if one portion of a multiple ship fleet disengages or is destroyed??  So would that ship be banned but if the others aren't then they may return?? 

It seems to me the more rules there are, the more likely they are going to be in dispute. But, if people want fleets and a disengagement rule, this will have to get worked out in some manner.


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Offline drb

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Re: Disengagement Rule Paradigm Shift
« Reply #3 on: August 05, 2004, 09:09:10 pm »
Hoi Folks,

  Thanks for the replies, Gook and Lepton. You are both ok in my books, your seemingly polar positions really help us express ourselves. Indeed this idea came to me while reading the "11 & 12 none contentious" thread.
 
  My problem with the rule is when I must leave a hex due to being outgunned or outskilled, I put a call for help from my fleet mates, and then hold the door open for the reinforcements to go through, but I must wait outside the hex while they fight the battle without me. Worse than that, is when there is only one small ship in the area who can respond in time, but has to go in alone because I am banned. Where there is the chance for a great "two small ships vs. a larger ship/ better captain battle" the other small ship has to go in alone, in an attempt to better the larger force. Why can I not go back into the hex, if the stakes are increased?

  What if I could go back into the hex with my reinforcement(s)? ( My opponent has every chance to call for support as well, of course.)

1) We might form a fleet faster and take the hex, fine, our side upped the stakes and it paid off. For the next hour I (the ship that disengaged first) still cannot enter the hex alone. This still allows the disengagement rule to remain just as effective as it has been.

2)We might win, but to do so we had to put one of our ships at risk. One ship, out of the fleet of two in this example, either is destroyed or disengages crippled, but the fleet won, the surviving ship gathers up the life pods, bz's all around, get another ship from the shipyards, bring the fleet back up to strength, and continue to work on the hex together, or the support ship alone. (Again, the rule is still in effect for the first ship that disengaged)
 
3)We might form a fleet faster than the other team, but it still is not enough to take out the greater force, both of us, as a fleet, are banned; my wing would still be able to go alone at that point, up until winning the hex or being banned. (Again the original ban is in effect.)

  We have limitations on the size of the fleets we can bring to a battle so eventually the hex will be won, by one team or the other, and most likely the team that wants that hex the most.
 
 The next post will address a banned ship going into the hex with a wing, but the whole fleet is not drafted.

 The post after that will deal with servers that allows players to fly more than one ship, as well as looking at "the slot" concept in the context of this paradigm shift.

Please feel free to add your views about this. I feel as Lepton does, this must be worked out if we want the disengagement rule and fleet battles.

Take care

drb

Offline Lepton

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Re: Disengagement Rule Paradigm Shift
« Reply #4 on: August 06, 2004, 03:05:37 am »
The escalation factor is interesting here, but I am wondering if this may not lead to situations where with small server numbers a player that is flying alone having won once in a hex is only met a bit later with the guy he just ran off and a friend of his with no one to back him up.  With the current disengagement rule, the lone player has a chance to rebuff foes if they should up singly all things being equal.  However, with this tweak, he runs or kills someone off, but doesn't get the benefit of it if his opponent has back up and he does not.  It seems this might force people into fleeting up with other players as going it alone has less chance of being beneficial to winning a hex.  If we want to encourage people playing together, it seems like a fine idea, but it would also seem to take something away from a player who chooses to fly alone or finds himself alone for some reason.


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Offline Cleaven

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Re: Disengagement Rule Paradigm Shift
« Reply #5 on: August 06, 2004, 03:10:20 am »
While I know the situation is better than in the past, it will be the fickle drafting and mission stability which will be the ruin of this idea.

Not sure I can be bothered, but as you are the Doc, can you run an AI standard patrol in 2 minutes in a KRC? If so, there is no problem and I am utterly wrong. If you cannot, then the KRC is a worse ship for AI missions than ones I know can.

Offline Kroma BaSyl

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Re: Disengagement Rule Paradigm Shift
« Reply #6 on: December 24, 2004, 10:29:35 am »
While I know the situation is better than in the past, it will be the fickle drafting and mission stability which will be the ruin of this idea.

bump, and yeah if SQL could be used to make fleeting up in the D2 a reality then this would be cool. Under the current drafting system it is dead in the water.
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Re: Disengagement Rule Paradigm Shift
« Reply #7 on: December 24, 2004, 03:08:47 pm »
Agree with Kroma. Even with voice comms, drafting is pot luck most of the time.

Hehe, I said pot.

Offline FPF-DieHard

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Re: Disengagement Rule Paradigm Shift
« Reply #8 on: December 24, 2004, 03:09:40 pm »

bump, and yeah if SQL could be used to make fleeting up in the D2 a reality then this would be cool.

This is possible?  :o
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