View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024066 | AI War 2 | Suggestion | Nov 5, 2020 3:49 pm | Nov 5, 2020 7:53 pm | |
Reporter | Spook | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 2.627 Hotfix | ||||
Summary | 0024066: Ships with multiple weapons should consider their shortest-range weapon when in pursuit mode. | ||||
Description | When you have a ship with multiple weapons of different range, such as the Lost Spire frigate, it determines its movement based on the longest-range weapon. This means you have to manually move the ship on the planet to get the full benefit of its weaponry, negating the purpose of pursuit mode. This also applies for attack mode, and target firing a specific object. | ||||
Tags | No tags attached. | ||||
|
Ships with an infinite range weapon should probably be exempt though, as usually the idea of those ships is to stay away. |
|
I disagree. In pursuit mode I want the fleet to focus on hurting the AI and throw safety out the window. Take for example the Lost Spire Frigate with the railcannons. Even in pursuit mode it will sit at the wormhole, shooting the AI with its infinite-range railcannons. This means that its more damaging weapon, the beam, goes unused unless the player specifically moves it into range. |
|
Point. I guess part of the problem is the existence of ships with both an infinite and finite range weapon. These two do not mix well. |