Can you make it allow multiple attack modes? For instance:
UFO attacks, and you have standard and aggressive attack modes available. It defaults to standard, wherein it gives the UFO the weapons priority and automatically engages at the UFO's weapon range. If that's too far away for you, you can select aggressive and get in closer.
I allowed only aggressive so that you cannot "cheat" using superior weapon range.
If the UFO was able to attack you in the first place, it's quicker than you and is able to get to you no matter what "you want"... the battle goes as "they want".
If it helps, I could make them come only into their maximum weapon range to make it even harder for xcom...
* UFO escape timer begins when UFO enters X-Com weapons range. If it's faster than your ship you can't flee, but you might be able to scare it off.
There is no escape timer.. hunter killer attacks you, not vice versa.
Hunter killer starts escaping only if it is badly hurt (compared to you).
If it is badly hurt, but you are also badly hurt, it will risk it and try to kill you anyway.
Some hunter killers can even be marked as kamikaze and will never retreat from battle (they will also not be shot down at 50% of health, they will just go down to 0% same as xcom and be destroyed).
Also, once again, if the UFO was able to attack you, it's faster than you.
* All UFOs (except any that have no weapon) can attack X-Com craft but will be slow to respond, mostly they attack patrolling ships and anything spending too much time near them.
Currently it's 10 minutes response time... I think that's not too slow and not too quick either.
* When you engage a UFO it begins its escape timer, but sometimes when the timer ends it opts to engage aggressively instead of escape. If it does this, it may run closer to your interceptor and put it in danger.
There is no escape timer. Kamikaze mode will be available.
* You always have full control of the battle when your ship is faster. When yours and their ship are the same speed, neither party can flee unless the other is also trying to flee. If the UFO's run timer ends and it chooses to flee, it will silently remain in flee mode until combat ends or you opt to disengage. Once it begins trying to flee, you can no longer close to a shorter range with it than where you already are.
When your ship is faster, you don't get attacked.
Maybe only if you patrol/are stationary... but even if I allowed disengage then, the UFO would just attack again one milliseconds later... so no point doing that.
* Maybe this is getting too complicated but I think it would be fun to use yours and the opponent's speeds together to determine how fast the craft approach each other. When your craft and the UFO are in mutual agreement to close each other, you might find yourself getting up close very rapidly. On the other hand, if you engage a UFO going almost as fast as your interceptor and the UFO is in travel mode (not engaging or fleeing), then you'll close the gap very slowly, possibly buying more time for its timer to finish and give it control of the battle.
In OXCE+ approach speed is determined by acceleration stat (which is unused in vanilla).
One idea I had related to this is to add a new flag to the ufos in the waves field for each alienMission entry, called "intercept" or something. If set to true then this UFO will attack XCom craft upon detection. That way, you could determine some UFOs to act as escorts while the other ones carry their mission.
Yes, makes sense.
Will be added.
Default will be true and you can set it to false.
Default true is better than false in my opinion, since the UFO has to pass a percentage test first anyway, so it's still backwards-compatible with vanilla and (probably) will be less ruleset to write for the modder.
This brings another issue which is how many UFOs/XCom craft will be allowed in multi-craft engagements because of the UI but I think Stoddard had already come up with something on his work
In my version, when the aliens are attacking, it's limited to one on one only (minimize button is not allowed... and geoscape timer is stopped during dogfights, so other UFOs can't get to you).
It would be probably possible to make UFOs "smarter" and allow them to minimize dogfights until their colleagues arrive... but I think one on one is already tough enough, no?
Just to clarify, it will not be possible to wait and attack one UFO with multiple interceptors... it's UFOs that are attacking you, not vice versa, so you don't get to say what's gonna happen.
Summary:
- most likely 1:1
- 1 xcom vs multiple UFO would be doable I guess (not easy)
- multiple xcom vs 1 UFO.... no (unless we somehow will be able to "synch" craft to fly in fixed formation = occupy exactly the same spot on the geoscape)
- multiple xcom vs multiple UFO... nope