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02-10-2006, 03:24 AM
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#1
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Rookie
Join Date: Jan 2006
Posts: 46
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Can captial ships retreat if engines knocked out?
Sorry if this has already beebn asked, but can a ship retreat still if the engines have been taken out? Logical yof course it should be left behind and thus destroyed. Does anyone know out there?
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02-10-2006, 03:34 AM
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#2
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Junior Member
Join Date: Jan 2006
Posts: 266
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No they can't. You can consider them as lost unless you win the battle.

EaW: Total Realism mod....
TR mod team status: TR Advisor, programmer, map maker, Multimedia developer
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02-10-2006, 06:42 AM
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#3
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Junior Member
Join Date: Oct 2005
Posts: 477
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atleast you can cancel retreat
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02-10-2006, 10:01 AM
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#4
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Rookie
Join Date: Oct 2005
Posts: 38
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Anyone think that you should be able to control the ships left over after a retreat until they are destroyed? A fully operational ISD or Mon Cal that only has its engines destroyed would probably be able to do some damage before it was destroyed, don't you think?
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02-10-2006, 10:06 AM
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#5
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Junior Member
Join Date: Jan 2006
Posts: 266
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IMO the dev team would awnser you this :
Sarcasme mode On
We think that this would be too confusing for players......
Sarcasme mode off
This kind of anwser we got for persistent dammage.

EaW: Total Realism mod....
TR mod team status: TR Advisor, programmer, map maker, Multimedia developer
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02-10-2006, 02:32 PM
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#6
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Commander, Rogue Squadron
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
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Without the engines, the ship would be pretty helpless. Park a small, fast vessel right behind the damaged ship, out of its powerful forward firing arc, and just pound it. If they manage to turn towards your ship a little and you lose shields, pull back out of range and let them recharge--after all, they can't effectively chase you. There'd be no point in controlling a crippled ship just to watch it be destroyed by nimbler vessels.
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02-10-2006, 07:50 PM
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#7
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Join Date: May 2002
Location: The Garbage State
Posts: 96
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I too would like to see the ability to retreat single ships instead of a whole fleet. For instance, you get one of your big expensive capital ships in deep doodoo but it still has engines operational, you should be able to have that ship retreat and bring in another ship that is in your reenforcement que. It kinda sucks that you have to sacrifice a severely damaged ship in order to bring in a waiting one in your reinforcement que.
Just one more small detail that would make this game even better, but I guess the guys at petroglyph never heard the saying "he who fights and runs away, lives to fight another day."
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02-10-2006, 07:54 PM
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#8
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Little Green Friend
Join Date: Aug 2005
Location: Ypsilanti, MI
Posts: 1,239
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It would be an intereasting feature to implement for an expansion. *hint hint to petro* The ability to retreat individual ships. Nice idea...
> Lucas Forums Moderator
> Petroglyph Forums Moderator
> Unofficial Petroglyph Fan Forums Global Moderator
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02-10-2006, 11:21 PM
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#9
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Rookie
Join Date: Oct 2003
Posts: 36
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It is a nice idea in theory but would screw up gameplay alot. An attacker with a big fleet could retreat ships that become damaged and have fresh reserves and likely not lose a single ship in combat. Bad idea in practice.
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02-11-2006, 04:54 AM
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#10
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Junior Member
Join Date: Jan 2006
Posts: 266
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It will be up to you to aim for engines in priority. Rember no engines means no hyperdrive means no retreat.

EaW: Total Realism mod....
TR mod team status: TR Advisor, programmer, map maker, Multimedia developer
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02-11-2006, 10:16 PM
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#11
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Join Date: May 2002
Location: The Garbage State
Posts: 96
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Quote:
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Originally Posted by Orao
It will be up to you to aim for engines in priority. Rember no engines means no hyperdrive means no retreat.
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QFE
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02-13-2006, 09:29 AM
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#12
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Forumite
Join Date: Oct 2004
Location: Searching for the Death Star blueprints....
Posts: 593
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^^^^ And that means.....?
Does taking out engines make ships dissapear? I cant download the demo, so what happenes?
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02-13-2006, 12:43 PM
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#13
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Rookie
Join Date: Oct 2005
Posts: 38
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Quote:
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Originally Posted by popcorn2008
It would be an intereasting feature to implement for an expansion. *hint hint to petro* The ability to retreat individual ships. Nice idea...
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Only if the insta-repair issue was dealt with though.
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02-13-2006, 01:54 PM
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#14
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,255
Current Game: Skyrim
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Quote:
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Originally Posted by Orao
It will be up to you to aim for engines in priority. Rember no engines means no hyperdrive means no retreat.
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Actually, the hyperdrive is usually a seperate system and distruction of the ion engines does not necessarily mean they cannot enter hyperspace.
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02-13-2006, 05:04 PM
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#15
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Rookie
Join Date: Jan 2006
Posts: 33
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Quote:
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Originally Posted by Darth Alec
^^^^ And that means.....?
Does taking out engines make ships dissapear? I cant download the demo, so what happenes?
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a) QFE is a typical expression on forums that means "quote for effect" and means they support the poster without restating the poster's comments. It's meant to keep spam to a minimum. It also looks cool. After all, it's hard to say QFE outloud (pronounced quafei). Okay, that last part is not entirely true. But it makes some modicum of sense.
b) The engines are just another hard point on the ship. When a hard point is destroyed, the ship has visible damage (pretty cool, actually; an ISD has smoke and chunks of the ship missing when you take out a specific hard point at that site). The engines turn "off" (instead of blue hued exhaust, they are "dark" and smoking). But the ship itself doesn't disappear.
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02-14-2006, 02:21 AM
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#16
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Forumite
Join Date: Oct 2004
Location: Searching for the Death Star blueprints....
Posts: 593
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A) Ahh.... I see now. Thanks for helping my (for now) inadequet english.
B) Cool, I didn't know that. Now all thats left is waiting for the game, I hate living in europe.
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