The basicsIf both sides choose to engage the other:
The map is tall. Really tall.
Spoiler
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Ships start in the
start area (duh). When they retreat, they have to go through the
retreat area all the way to the edge of the map before they can leave.
Objectives cannot spawn in the start or retreat areas, only the empty area between them.
Both sides pick the ships they want to deploy initially. Once this is done,
all ships – including those not deployed – appear in the start area. Ships not deployed are
inactive. They have shields and station-keeping thrusters (and maybe PD, if so desired), but otherwise cannot do anything else. Ships that stay inactive through the whole battle will not lose CR.
If one side decides it needs reinforcements, it can select an inactive ship and
activate it. This might cost a command point if we wanted it to. The newly activated ship moves out to do its thing; it'll have the standard CR cost applied at the end of the battle.
For fun, activated ships (including those in the initial deployment) could burn drive in for a couple of seconds.
Flanking forces can threaten inactive ships. Activate a response force (a Hammerhead, in this case) as needed to protect your squishy freighters, and maybe the freighters themselves so they aren't just sitting ducks.
(This is why inactive ships still have their shields, so a couple of fast movers with strike weapons don't wreck everything)
When the full retreat order is sounded, ships (including inactive ones) turn and run towards their side of the map, just like the current implementation. Individual inactive ships can also be given a retreat order (the only order other than Activate they can receive). Once all ships flee or are destroyed, the battle ends (no separate pursuit scenario).
Retreating ships are activated, with corresponding CR costs. This is so the player can't just issue a full retreat order at start to protect their non-combat ships while their flagship solos the enemy fleet.
What if one side decides to flee from the start?Use the
current vanilla escape scenario.
Because escaping in the new combat scenario is probably easier than in the existing escape scenario, I'm thinking the escape scenario should be mandatory if one fleet is much smaller than the other.
(Conceptually, the pursuing frigates are able to flank and surround the enemy before the battle begins)
Alternative implementationIn case the escape scenario hax above is too undesirable:
- A ship retreating without activation only incurs 25% of the usual CR cost (but will behave as if crash-mothballed).
- Retreating from a combat scenario doesn't end the battle, the old engage again/retreat dialog comes up. This proposal may still be worthwhile, because you can kill most (maybe even all) of the enemy non-combat ships without having to play the escape scenario.
- No mandatory escape scenario (only if one side actually chooses to flee in the dialog).