Sard wrote:Can someone explain why Disband exists in a spaceboat war game, a command that does not relate to a game which is designed to allow you to attack other peoples bases and their fleet ??
Why does a game have such a feature, when everything else is designed for the opposite ??
To me Disband was created to avoid the problem of not being able to move fleet, if Occupation forces of lets say FT which cant move by themselves were left on an Astro, giving you negative fleet campaigns. You cant go and pick them up, and so you are stuck and for you the game would be over.
Disband then becomes a function of the game, a necessary action to allow the game to actually function.
Without Disband, the game ceases to work.
I know in older servers going back a few years, people did not even think of using disband to avoid recall traps - it was frowned upon. Now no-one cares.
Its time this function was amended, to bring back what I believe is its true purpose, and reward those in the game that play the game as it should be played.
Actually, your theory has a few critical flaws. You see, the game specifically accounts for disbanding in flight by giving you zero discount. It also gives you a higher discount for disbanding on your own base. This means that the devs foresaw and, dare I say, intended to allow people to disband more than just occupations that they cannot move. And, by the way, I'm pretty sure
that you can move existing fleets even when you have negative campaign fleets - you just can't make new fleets, which means that you can't separate an existing stack of units.
In other words, your reasoning is 100% faulty and is thus vacuous. Thanks for playing.
By the way, would you like to know a tactic that I've used in the past where I moved fleet with the intention of disbanding it? I used to run capitals, you see. When an invasion came that I couldn't be around for, my fleet would scatter - some of it on short flights, others, like my DS, on long flights. The enemy knew all of our safe havens, so I needed some clever misdirection to clear my tail. One such game involved recalls and disbanding.
Picture this: you have ten fleets in motion, with half of them on recall, and some of them which you know the enemy did not see launch or recall - but you know that, once it gets into view, it will be seen. What I did was trick my enemies into going after the wrong fleets by launching small, similar-sized fleets to and from different places. They would see one that was on recall coming in, but not know that it was on recall - just as I planned it, since that would be one of my smaller fleets. They position forces to catch it if it lands, and I disband it in mid-flight, causing them to think that I merely recalled the fleet. This causes them to launch to one of my other regular launch zones to catch me. Meanwhile, my larger fleet, coming in just after the other one, lands safely and flies off again.
You see? Tactics.
"That's what I do. I drink and I know things."