User blog:FargoneSeven/Taking Turns

So I've noticed a lot of comotion in RP regarding things happening too fast and I wanted to suggest a possible fix.

Refining the turn system in RP would allow people a higher level of control over the battlefield. A turn would consist of multiple individual steps that combatants would take turns going through. For example, a turn could look like this:

Movement Phase: The attacker would declare any detectable movements of his navy prior to the first step. If the preparations of an attack are undetectable the attacker would still declare the movement, but would say it is secret (to prevent GMing)

1: Pre Warp Phase: The attacker would declare an attack. Durring this phase the attacker would also declare any pre-warp happenings (remote triggers, relavistic projectiles ect).

2: Warp/Interupt Phase: The attacker warps his/her ships and declares any evasive manouvers (double jumping, fake warps ect). The defenders would have a chance to respond (target destination, warp out, load weapons, notify reinforcements, declare passive defences ect) to the jumps, if the navie has the capabilities to do so (warp detection, AI ect)

3: Attack Phase: Uppon exiting warp the attacker declares targets and fires. If possible, they can attempt to withdraw. The defender responds to the warp (if it did anything in step 2). Casualties are removed.

4: Combat Phase: Attackers and Defenders target and fire uppon eachother. Attacker can try to withdraw. Defender can call reinforcements.

5: Defence Phase: Attackers and Defenders attempt to evade eachothers attacks. Deffender can try to withdraw. Attacker can call reinforcements.

6: Casualty Phase: All casualties are removed, critical damage is declared, and step 4 to 6 are repeated until either a navy withdraws or is defeated.

7: End Step: Navies produce combat reports.

This is, of course, just an example (it also only details space combat; the will have to be different [ but simultaneous ] "turns" for ground air and sea combat). I think implementing something like this would really smooth out RP combat and reduce the amount of flaming that occurs durring the course of a battle.