Apparently not very long! In case anyone was doubting the 1 range firepower of a UGC regulars fleet.
So this Tactical phase we learn all about vicious close quarter combat and discover one of the three 'hidden achievements', as well as how RNG can be... well, RNG.
First off, my condolences to the CRF.
Second off, I swear, I did not cheat with any of my Spoon controlled fleets!
When I first looked at Veers orders, it was almost like he read my very move and was moving in such a way to counter it, but then when I started doing the turn results today, I saw he had edited his orders today. Not with the best results...
Third off, about the targets of opportunity occurence. This happens when a valid fire order has been given and the primary target has been destroyed. Then, when there are still unfired weapons remaining and another valid target is in the same range. (<-- added to the rules thread now)
How is everyone else finding the game so far?
Now that we are at the half way point of the test game, I'm very interested in hearing you guys opinions. Anything that you like or don't like?
Personally I'm thinking about streamlining the weapon section of the fleets a bit. Sure, this current system works but it can be done a bit more simple and elegant. Which would help me speed up the calculations a bit, and should hopefully provide a clearer picture on what ranges a fleet functions optimally. I'll get back to this with an example later this week.