View Issue Details

IDProjectCategoryLast Update
0022139AI War 2Gameplay IssueJan 29, 2021 12:47 pm
ReporterSmaug Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version1.007 The Player/AI Arms Race Intensifies 
Summary0022139: Melee Units in Pursuit Mode can't hit moving targets
DescriptionWith my melee strikecraft, they have a real hard time hitting their target when trying to chase them from behind. This happens with target units of any speed.
They seem to stay just at their melee range, so as the target moves, it does not get a chance to hit it. It happens mostly when the enemy forces are retreating, and eventually becomes a situation where a few targets have a stack of gangsaws behind them, only breaking off when it finally goes into a wormhole.

Video: https://youtu.be/yvyApsZvgiQ
TagsNo tags attached.

Relationships

related to 0022354 resolvedkeith.lamothe Melee units unable to hit fleeing units 
related to 0022011 resolvedkeith.lamothe Melee ships unable to damage moving ships 

Activities

BadgerBadger

Nov 9, 2019 1:11 am

manager   ~0054472

This has been mentioned before; does it make sense that a melee unit should be able to hit something running away from it?

From a flavour point of view at least this sounds pretty reasonable.

Strategic Sage

Nov 9, 2019 1:36 am

reporter   ~0054473

If they are fast enough to catch the fleeing unit, I think they should be able to hit it. In football, you don't have to wait for the ballcarrier to come to a full and complete stop before making the tackle.

Smaug

Nov 9, 2019 11:19 am

reporter   ~0054478

In response to Badger's point:
I would have to disagree, it doesn't make sense for gangsaws moving at a speed of 1500 to be unable to hit a guardian fleeing at a speed of 500, the speed difference very big. Even if they shouldn't be able to hit something running away, it would be able to pass it (if their speed if faster) and then attack from the front.

From a gameplay perspective, you can easily make the melee unit attack the unit by ordering it to move to a point ahead of the target, which at that point they can hit it by moving through it. If they player can control it to make it hit the target, then shouldn't pursuit mode allow it to also hit it?

Chthonic One

Nov 9, 2019 12:23 pm

reporter   ~0054479

I just noticed Badger's suggestion, and I would have to disagree. It does not sound reasonable.

Even from a game play perspective, this places melee units in a very unfortunate position, where they are not allowed to fire on an enemy that is retreating. No ranged unit has that problem.

The simple fact that you can micro them to move ahead and then hit the target once means this should be something they do automatically. You shouldn't be forced to micro something on that level.

If you want something thematic, melee ships include Rams, which literally ram a target, (technically) Autobombs who run in and blow up, Gangsaws, which are just giant sawblades that want to ram through a target, vampire claws and other absorbers, who want to run through and grab a chunk, barnacles who want to attach, etc. Plus if 2 ships are moving at the same speed in space, it's like 2 ships are being stationary from a relativistic standpoint. If a melee unit is moving faster than it's target the target may as well NOT be moving away.

keith.lamothe

Sep 24, 2020 6:24 pm

administrator   ~0058667

Several melee changes were made from 2.509 to 2.512, and possibly other changes in the meantime have also impacted this, but either way I just retested this with some gangsaws chasing a fleeing sentinel gunboat and some bombards in pursuit mode, and they seemed to do ok.

Issue History

Date Modified Username Field Change
Nov 8, 2019 9:52 pm Smaug New Issue
Nov 9, 2019 1:11 am BadgerBadger Note Added: 0054472
Nov 9, 2019 1:36 am Strategic Sage Note Added: 0054473
Nov 9, 2019 11:19 am Smaug Note Added: 0054478
Nov 9, 2019 12:23 pm Chthonic One Note Added: 0054479
Dec 11, 2019 2:10 pm BadgerBadger Relationship added related to 0022354
Dec 11, 2019 2:10 pm BadgerBadger Relationship added related to 0022011
Sep 24, 2020 6:24 pm keith.lamothe Assigned To => keith.lamothe
Sep 24, 2020 6:24 pm keith.lamothe Status new => resolved
Sep 24, 2020 6:24 pm keith.lamothe Resolution open => fixed
Sep 24, 2020 6:24 pm keith.lamothe Note Added: 0058667