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Schedule opponent orders?

Posted:
Mon Jan 11, 2016 6:39 am
by mistert
Is the ability to schedule theoretical future opponent orders in the time machine on the Dev list?
It would be great to be able to have the game show you how combat situations would pan out if you think your opponent will launch a counterattack / attack at some point in the future. Sometimes I can work it out, but it can be pretty tricky in some situations
Re: Schedule opponent orders?

Posted:
Mon Jan 11, 2016 11:25 am
by v3xt
I'd love this for coordinating things with allies. For instance, making plans with the assumption that your ally changes a sub to a gift.
Re: Schedule opponent orders?

Posted:
Mon Jan 11, 2016 12:17 pm
by mistert
v3xt wrote:I'd love this for coordinating things with allies. For instance, making plans with the assumption that your ally changes a sub to a gift.
I'd not thought of that, another good reason to implement it if possible
Re: Schedule opponent orders?

Posted:
Mon Jan 11, 2016 12:18 pm
by r10t--
This. I recently encountered a martyr 'blowing up' an opponent's queen but I knew the martyr wouldn't blow up but because the queen got 'blown up' (not really) I could not target it with my pirate as there would be no sub to target. Would be awesome to see but I doubt this will be put in place as this would be complicated to implement. But I think it would be nice to see
Re: Schedule opponent orders?

Posted:
Wed Jan 13, 2016 8:03 am
by pookiebear
I am PookieBear and I approve this post!
Yeah would make things easier for us players, there isn't a ton of situations that are critical for this, more of a helpful tool, but as the post mentioned with the martyr situation it does happen where you are limited to your move because the games doesn't realize the outcome will change because the other move has not yet been made. So it would be nice to implement a feature that allows us to plan out different future moves based on different options. For example if player A launches sub than you would send pirate to sub 2. Otherwise if player A does nothing then continue as planned.
Most of the time you can come back and do the launch later but sometimes that happens at 3 am which isn't very convenient, OR later on the pirate option is no longer viable since the sub has already traveled out of the pirates speed range.
I agree that this would be fairly difficult to implement but maybe at some point it will be possible.