View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022705 | AI War 2 | Bug - Gameplay | Jan 25, 2020 9:10 am | Feb 11, 2020 8:56 pm | |
Reporter | Binary Blitz | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.309 Instigator Cheekiness | ||||
Summary | 0022705: Unit stays tractored after tractoring array got destroyed | ||||
Description | A bunch of units got tractored by a tractor array. After the array got destroyed the units stay in the tractored state. On the attached screenshot you can see multiple units arranged in a circle around the place that hosted some AI tractor arrays. The tooltip also displays that the unit is being tractored. The tractor lines missing. Save files attached. The units in question are on the planet Little Death. Reloading the game doesn't solve the error. | ||||
Tags | No tags attached. | ||||
duplicate of | 0022409 | closed | Chris_McElligottPark | Units not loading because they think they're tractored |
related to | 0022771 | resolved | Chris_McElligottPark | Slowdown and flagship engine-stun |
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I just noticed that there are cloaked tractor turrets. I honestly thought there is a bug. |
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I marked this ticket as a duplicate of another one, because there is the exact same issue. The units are caught in a cloaked tractor array. Since there is no feedback for the user and cloaked tractor arrays may appear next to un-cloaked, it appears like an error. I noticed that cloaked gravity generators could have a similar, confusing effect, since ships get slower for no apparent reason. |
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Perhaps actively using a tractor beam should drain cloaking points? |
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@BadgerBadger: Right now you have to bring a unit with decloaking ability to the spot in question, which is actually cool. I use decloaking only on defensive planets, where I expect the AI to attack with cloaked ships and I don't want them to bypass my defense. Sometimes I just want them to decloak earlier, so they deal less damage until my turrets can shoot back. To enforce this behavior cloaked tractor arrays have to draw the blue tractor ray to the ship, so that the player knows that one is there. But than some players will think: "My ships see the tractor ray. So why don't they shoot where the ray starts?" Slowly reducing cloaking points would boost the purpose of the tractor array and might solve this issue to a certain degree. I might be wrong here, but I think the biggest problem is actually the missing player feedback. If the player knows, there is a cloaked tractor array holding the ships, the player knows what he must do. |
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You already get feedback in the form of the tractor beams. What more feedback are you looking for? Something is doing things to your ships, and you can't see it. The first thought should be "Cloaked units?", which you can check by looking at the Planet sidebar. However, we have had two bug reports of this who didn't think of this, so clearly what's going on isn't enough. |
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@BadgerBadger As far as I can say, in both bug reports the information, that the units are being tractored was read in the tooltips. What about that the tooltips say something like "Tractored by cloaked unit"? |
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I suppose we could do that, although it can't actually tell that very easily. It has to do with what info is available to the UI at the time. |
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I don't think this is worth investing time into. |
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That said, I do think that using your tractor beam should decloak a ship eventually, just like shooting a regular weapon. |
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I agree on that. |
Date Modified | Username | Field | Change |
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Jan 25, 2020 9:10 am | Binary Blitz | New Issue | |
Jan 25, 2020 9:10 am | Binary Blitz | File Added: Binary.bak | |
Jan 25, 2020 9:10 am | Binary Blitz | File Added: Binary.save | |
Jan 25, 2020 9:10 am | Binary Blitz | File Added: Binary.savemet | |
Jan 25, 2020 9:10 am | Binary Blitz | File Added: Tractor.png | |
Jan 25, 2020 9:18 am | Binary Blitz | Note Added: 0055762 | |
Jan 27, 2020 12:56 pm | Binary Blitz | Relationship added | duplicate of 0022409 |
Jan 27, 2020 1:00 pm | Binary Blitz | Note Added: 0055786 | |
Jan 27, 2020 1:52 pm | BadgerBadger | Note Added: 0055787 | |
Jan 27, 2020 3:36 pm | Binary Blitz | Note Added: 0055788 | |
Jan 27, 2020 4:15 pm | BadgerBadger | Note Added: 0055789 | |
Jan 27, 2020 4:16 pm | BadgerBadger | Note Edited: 0055789 | |
Jan 27, 2020 4:35 pm | Binary Blitz | Note Added: 0055790 | |
Feb 11, 2020 3:34 pm | Chris_McElligottPark | Relationship added | related to 0022771 |
Feb 11, 2020 5:45 pm | Chris_McElligottPark | Note Added: 0055970 | |
Feb 11, 2020 6:17 pm | BadgerBadger | Note Added: 0055972 | |
Feb 11, 2020 7:54 pm | BadgerBadger | Note Added: 0055973 | |
Feb 11, 2020 8:56 pm | Chris_McElligottPark | Note Added: 0055974 |