View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0023514||AI War 2||Gameplay Issue||Aug 7, 2020 5:52 am||Aug 9, 2020 11:22 am|
|Product Version||2.116 GOG Networking Done|
|Summary||0023514: Crippled Flagships can get stranded by enemy forcefields over wormholes|
|Description||Pretty much what it says on the tin.|
I'm currently playing on an X map type and have now twice in the same game run into untenable situations where AI (or AI-friendly) forces have a forcefield unit covering the only return wormhole to friendly space.
Normally, this would just present an interesting strategic challenge, but it turns out forcefields block *crippled* flagships and centerpieces too. This... can effectively mean a game over / stalemate without any recourse if all mobile units wind up stranded on the enemy-controlled side of the wormhole.
Would it break anything to allow crippled flagships to ignore hostile forcefields so they can be recovered?
|Tags||No tags attached.|
Aug 7, 2020 5:52 am
No Going Home =(.png (1,268,521 bytes)
No Going Home Again =(.png (2,793,059 bytes)
||What you can do, in this situation, is transfer all the wings from the crippled flagship to a different flagship. If you don't have any others, you can make new custom transport flagship.|
I suppose swapping stranded forces to custom transports are a temporary workaround. But they're not really a solution to the overarching problem; crippled flagships can't return through a wormhole with a forcefield over it, and there is no mechanism to allow for their return (e.g. flagships can't be scrapped and rebuilt elsewhere, even custom ones) if no other routes are available.
On a low connectivity map type like the one I'm on, where there are planets that *must* be traversed, this has a potential to rapidly become tedious force-swapping from (limited) transports in an attempt to brute force down the blocking unit(s) at best case, gameplay locking once available options deplete at worst case.
And notably, the planet I'm currently having trouble on is a MK VII world with numerous activated guard units, from 5 (!) guard posts placed on top of the wormhole, a Dire Widowmaker guardian within weapons range, and any number of composition of Warden/Hunter forces that might be in the area at the time.. plus counter attack forces from losses incurred. That's a tough nut to crack under normal circumstances and will probably require several ill-fated hit-and-run attempts just to thin it out; having to deal with committed forces --especially unique centerpieces like battlestations, golems or citadels-- potentially becoming *irrecoverable* though? All but for a singular MK VII Forcefield? I'm not sure that's intended behavior-- even blackhole machines don't stop crippled flagships from exiting planets.
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