Anyway, I think this interception option could be implemented while making military starbases more usefull. Alllow MSB's to autolaunch intercepts within their area of control, with their defending fleet and/or interceptors if they have the appropriate module. Fluffwise, you could say that MSB's have powerful sensors and a field of mines/gravitywell projectors/whatever to force hostile fleets to slow down and navigate it, allowing for interception. This would make MSB's actually important for placing on strategic areas, and important to take out. Well placed MSBs could help cut down on multi-engine transport rushes (especially if they cover the planet in question) and help focus battles around at or around objectives.
Defending fleets could intercept as much as they have movement, while interceptor drones keep going as long as the starbase is intact. To keep it from being OP, the interception range could start small and extend through station upgrades.
Did you even read my suggestion? I guess not, seems like people just ignore links. Let me quote it:
Denial of Area:
fixed Sentry, Interception and Gravitywells
Sentry Fix: [Show][Hide]
At the moment ships in sentry mode wake up as soon as any ship that doesn't belong to the player enters their sensor range regardless if it's allied, neutral or hostile. To fix this, you could, after clicking the sentry button, be presented with a new set of four buttons. Three of them you can click to highlight then or grey them out, they say allied, neutral and hostile (at best they should even be coloured in green, yellow/grey and red) and a confirm/start sentry button to confirm your selection.
The only thing that would provide more uttility would be faction specific wake-up but that would consume to much ui space, while only rarely providing additional benefit.
Alternatively for an even easier solution simply make sentry wake-up on hostile only and leave the ui as is.
Interception: [Show][Hide]
Add an Interception button to the ship command menu next to guard and sentry. If activated an area of hexes around the ship will be marked, this will be visable to all players: blue for your ships, green for allied ships and red if it's an enemy ship. The range is either the sensor range or half of the remaining movement points, whichever is smaller. Why half? So the ship can move to an enemy that entered the range, attack and return to it's position. If the ship still has leftover mp after an interception it reenters interception mode.
Gravitywells: [Show][Hide]
New modules for starbases and ships that create a gravitywell which would work like a reverse interception instead of moving to the enemy if he enters the range, the enemy is moved to the origin of the gravityfield and forced to attack. In contrary to the interception this would work even if the ship it's mounted on has no leftover movement points. It would also be marke on the map in the same way as interception(except maybe a fancy animation underneath to show it's a gravitywell instead of interception).
Research Branch: [Show][Hide]
There could be a new tech branch for this stuff that goes:
Automated Interception Algorithm (unlocks interception for all ships) -> Starbase Gravitywell Generators (unlocks module with 5 hexes range for starbases) -> branches into Extended Starbase Gravitywell Generators (unlocks module that adds another 3 range) and Mobile Gravitywell Generators (unlocks shipmodule with 3 range nonstack) and after those maybe some more techs in both branches that extend the range further.
But the MSB interceptors are a good addition for the early game to shoot down small stuff so it doesn't use the moves of the defense fleet, I'll give you that. You only need to change area of control to sensor range and limit the range of the interceptors depending on the MSB module and mark the range the same way as in my suggestion.
But there is still open questions: What happens when something stronger than the MSB interceptors enters the range? Do they need to rebuild like carrier fighters? Do they attack on every tile inside or just when something enters the range?
For the rebuild question I would argue to make the strength, amount, range, rebuild time and reserve squadrons all based on MSB modules and for the attack question only on enter because if they can't destroy it on enter they probably unable to destroy it at all, there are some edge cases but most of the time you would just waste interceptors.
As far as allowing retreats, I believe the best option would be to require some leftover movement to retreat, and allow the pursuers X number of free shots on the fleeing ships, based on the ratio of the pursuer/pursued's tactical speed. Ships w a guardian or escort role could stay behind and fight the pursuers, stopping said free shots, until their designated charges escape. This way, retreating is still a costly maneuver, with your fleeing ships getting chewed up and possibly losing any guardians that fight a delaying action.
It makes no sense to reprogramm the whole battle code just to add a single tactical option: retreat, it only makes sense if you add more.
And there is only one very vague suggestion for that in another thread but nothing fleshed out.
Also this:
Hm... There's one thing I'm wondering about: When do you guys want to retreat, in what kind of situation?
No one answered and I'm still wondering in what case you would leave something you don't want to lose with leftover mp on the frontline.
Well, we could use ECM techs to implement some sort of jamming to prevent retreating in combat but enemy could also implement counter ecm ships so they can retreat at will. This feature probably is only to advantage of human players.
Face an impossible fleet configuration? But if you can initiate battle at will just to do battle with specific ships and then use the counter ecm to retreat so enemy can't stop you from retreating. Then that ecm ship switch to second fleet who will finish the enemy fleet off now that specific dangerous threat is eliminated with the benefit of not having to suicide fleets into an impossibly large fleet just to win.
Not sure, best example I can provide is this.
https://forums.galciv3.com/474601/page/1/#3613941I couldn't quite come up with a good answer for planet of Horizon in that game other than suiciding two fleets so my battleships could have a clean shot at enemy fleet for once. B/C if i could retreat at will I would've been able to keep those two full carrier fleets.
Allowing rereat at any point in a battle would break the combat system even more than it already is and make long range missle or carrier setups even stronger than they already are.
If you have trouble taking over a maximum defended planet, there is nothing wrong with that, actually you should be happy that you're still struggling against the ai(compared to the "godlike is ez" crowd). You could have probably won way easier by designing your own ships adapted to the enemies strengths and weaknesses.