# the smaller of these two values is used
"maxDisengageSize":150, # maximum number of supplies-to-recover cost before a fleet can't participate in a disengage-style battle
"maxDisengageFraction":0.4, # maximum number of supplies-to-recover before a fleet can't disengage, as fraction of current battlesize.
I'm not sure a detailed explanation is particularly beneficial here.
Thanks for the added info!Would this mean that the player would no longer have the ability to fight retreat battles if they want to?
Hmm. Thinking this through a bit, what about a "sacrifice X points of ships to get away" option, sort of like when you're picking ships for pursuit? That would have the advantage of letting you know exactly what you need to drop to be able to get away, and wouldn't belabor the process. Made a note.
Taking that one step further, I wonder if that wouldn't be a good general replacement for retreat-style battles on the player side. I'm not sure all that much would be actually lost by removing those, though I'd still like to keep the battle type where the player pursues the retreating enemy ships.
Any thoughts on this?
Taking that one step further, I wonder if that wouldn't be a good general replacement for retreat-style battles on the player side. I'm not sure all that much would be actually lost by removing those, though I'd still like to keep the battle type where the player pursues the retreating enemy ships.Would this mean that the player would no longer have the ability to fight retreat battles if they want to?
Thanks for the added info!
Hmm. Thinking this through a bit, what about a "sacrifice X points of ships to get away" option, sort of like when you're picking ships for pursuit? That would have the advantage of letting you know exactly what you need to drop to be able to get away, and wouldn't belabor the process. Made a note.
The information needs to be in the UI to prevent save-scumming. (I normally experience two motives for save-scumming: powergaming, and working around UI defects [as understood by a wargaming grognard]. This is a UI defect: I'm pretty sure that in-game the fleet captain would know the disengagement capabilities of the fleet, so there is no valid rationale for hiding this from the player.])
But don't we actually have this info, just not as single easy to see value? Sum up your deploy costs and check if it is below 40% battlesize. More than that is risky.That almost constructively demonstrates why omitting it as a single easy to see value, is a UI defect.
I would miss the retreat scenario because I play Iron Man quite a bit - a lot of my most tense moments come from trying to protect my support ships after I get ambushed by a superior fleet. However I do occasionally use the "false retreat" trick to split up the enemy... but thats a valid tactic isn't it? You expose your support ships to danger for a tactical advantage. (The retreat scenario does force deploy all your ships, right?)Yes, defender is forced to deploy all. Early in the game, player may not need or have pure support ships except maybe a Dram. Fake out is less of an option later when pure support gets added or fleet gets too big to retreat to begin with.
...
One way of improving retreat scenario's might be to remove the side deployment and just start the fleets closer to each other (both coming in from the bottom of the map, the retreating fleet slightly ahead). As the AI is not broken up the player no longer can defeat them in detail, so it stops being an advantage. The player's noncombat ships should be automatically set to a full retreat so that they don't have that annoying "turn around oh wait I should be retreating" behavior, and the player would need to fight the enemy hard for a little while to save them.
You can change it in \Starsector\starsector-core\data\config\settings.jsonCode# the smaller of these two values is used
"maxDisengageSize":150, # maximum number of supplies-to-recover cost before a fleet can't participate in a disengage-style battle
"maxDisengageFraction":0.4, # maximum number of supplies-to-recover before a fleet can't disengage, as fraction of current battlesize.