Combat movement costs

I'm not sure what the movement costs are for engaging in combat, but feels like they should be much higher.

If I have to drop out of warp (and I won't complain that the little bitty fighter somehow managed to force my whole frigging humongous fleet to stop) and hunt/

maneuver against the opposing units and then actually do some shooting. Then maybe some emergency repairs, etc etc etc. 

Just seems like I should lose a good chunk of my remaining movement for the turn.

--David

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At least in Galactic Civilizations II, each turn represented one week of in-universe time, and each move action represented an approximately equal piece of that week (for a given ship/fleet, anyways; a fleet with 5 moves takes 1.4 game-days per move action while a fleet with 7 moves takes 1 game-day per move action, and a fleet with 28 moves takes 0.25 game-days or 6 game-hours per move action). These all seem like fairly reasonable time scales for battles; it's only really when the number of movement points becomes large that the in-game time scale starts becoming unreasonably short for a fleet action where neither side appears to be attempting to avoid the engagement.

As a result, unless Galactic Civilizations III either uses turns which represent a much shorter time unit or has significantly higher movement point pools than Galactic Civilizations II used, I don't really feel that the movement cost of engaging in combat needs to be tweaked. I suppose it wouldn't be bad to require a certain minimum fraction of a fleet's movement to engage, but on the other hand I don't really see that it's necessary.