Jump Options

The Cylons have rebelled. The alliance of the Twelve Colonies falters. Take control of the Colonial Fleet and save humanity from an endless war.
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maniacwc
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Tue Jul 04, 2017 12:58 pm

Jump Options

Post by maniacwc »

I’ve been watching several of the video’s for the game. From what I've seen there isn’t a ‘jump out’ option if the situation turns bad. Given the show and how the game can go I definitely think that there needs to be one. Not immediate, perhaps it takes at least one turn to three turns to calculate the jump coordinates and it happens at the end of the turn instead of at the start. I also think a balancing aspect could also be that your navigation needs to be operational to jump. If it isn’t then you can’t jump or it restarts. Also if you don’t recover fighters you launch before you jump your penalized the cost of the fighters after the battle.
Ken Hagler
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Joined: Sun Aug 06, 2017 9:51 pm

Re: Jump Options

Post by Ken Hagler »

I think jumping out would be a really good thing for them to add in future development. Retreating fleets should also pay the normal tylium cost depending on their size and how long it had been since their last jump.
mithril2098
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 13
Joined: Fri Aug 11, 2017 10:42 pm

Re: Jump Options

Post by mithril2098 »

there definitely would need to be a cooldown as well.. in the show the big ships didn't seem to be able to do lots of rapid jumps. so having to wait a certain number of turns before "jump out" becomes available would be thematic. plus it would mean that players would need to actually maneuver and fight to survive long enough to escape.. so if you unwittingly walked into a battle way over your head (like say only a few light ships verses a basestar fleet) you'd have to actually play at least some of the mission first.
that said, if you are in the middle of something like an escort mission, jumping away should be an autofail.


edit: thinking on it.. if you fight a fleet and then retreat via Jump, when you look at the enemy fleet you fought you should see a breakdown of their ship strength. at least for a certain number of turns after wards, to reflect that you have recent intel on it.


if/when you get around to implementing the jump capable raptors, you could extend this 'recent intel' option to include sending a squadron of jump-raptors to a system for recon. (the ones we see from the series are stealth after all, and get used to observe enemy movements several times.)
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