View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024152 | AI War 2 | Bug - Gameplay | Nov 20, 2020 3:02 am | Dec 30, 2020 5:02 pm | |
Reporter | Arides | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.634 Multiplayer Solidification | ||||
Fixed in Version | 2.711 Deep Memories | ||||
Summary | 0024152: Loading a flagship cancels deep strike | ||||
Description | When deep striking, loading all forces into the flagship cancels the timer. Multiplayer save attached, where one of the players is deep striking and testing this. | ||||
Tags | No tags attached. | ||||
related to | 0024280 | resolved | Chris_McElligottPark | Deepstrike counterattack is too easy to avoid now |
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This is kind of by design, although it's not something that we had anticipated being used quite this way. If your ships are in transports, then they are not counted for deepstrike purposes. If you have your ships out and just put them back in in order to cancel the timer, that is a problem, though. |
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I see. Without trying to exploit this behavior, I can provide several legitimate use cases where this will happen. 1. Deep striking large enemy planet and running out of time, going after the posts to cancel AI counter-attack from lost ships. Load into transport, move to next guard post, unload, wait, shoot, repeat. This makes sense for slow, heavy units. - If this resets the timer, the player is tempted to stay and fight some more 2. With just seconds left on deep strike timer, load everything into the flagship and try to run. - If the coutner disappears.. strange. The player might not have made it. Now he always does. - Counter reset... why keep running? It is an exploit, therefore many players will try not to use it, but I feel it's too easy to trigger it by simply playing normally. Would it be possible to postpone the timer instead of reseting it in case only flagships were present? That would feel sort of fair (the flagship can always get shot, spewing the loaded units, continuing the coutner..). |
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Thanks! * Deepstrikes just got vastly more dangerous. Previously, if you put your ships into a transport then the AI ignores that for deepstrike purposes. ** This led to various kinds of cheese on the part of players like just putting your ships back into the transport periodically to cancel the countdown timer of an AI Reserves attack. ** We wanted to be able to retain the ability for you to fly through a bunch of planets in your transport without triggering deepstrikes, but get rid of this cheese. Until today we hadn't figured out a way to do it. ** Now there is a concept of "full alert" and "residual alert" when it comes to planets that are suffering from a deepstrike from those mean players. *** Essentially, until you go about actually triggering what would always cause a deepstrike before now, nothing changes. If you have your ships in transports and move them along through enemy planets, that still works. Hooray! *** But once you have unloaded at a planet that triggers a deepstrike, it will remember that you did that for 10 minutes of gametime after you have last had unloaded ships that would trigger the alert. *** During this period of extra awareness, the AI will actually not just monitor your ships in transports, but also your ships on adjacent planets to the planet in question. Remember, a deepstrike is always deep in AI territory. So you have to retreat at least two hops away to stop them from hurling things at you. Either that, or go ahead and win quickly! Until that 10 minute period is up, even returning to be adjacent to this planet will trigger a near-immediate response. It won't reset the countdown unless you actually directly unload ships on that specific planet again, though. ** As part of this, the deepstrike danger galaxy map view has been updated to reflect all of this, and have the proper details in tooltips for affected planets. ** Additionally, we made some updates to the deepstrike notification in general to make it clearer what the numbers are, and when it's in absorb mode versus actively after you. |
Date Modified | Username | Field | Change |
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Nov 20, 2020 3:02 am | Arides | New Issue | |
Nov 20, 2020 3:02 am | Arides | File Added: loading ships deepstrike.save | |
Nov 20, 2020 3:02 am | Arides | File Added: loading ships deepstrike.savemet | |
Nov 21, 2020 6:11 pm | Chris_McElligottPark | Note Added: 0059733 | |
Nov 26, 2020 4:33 am | Arides | Note Added: 0059792 | |
Dec 29, 2020 8:47 pm | Chris_McElligottPark | Relationship added | related to 0024280 |
Dec 30, 2020 5:02 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 30, 2020 5:02 pm | Chris_McElligottPark | Status | new => resolved |
Dec 30, 2020 5:02 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 30, 2020 5:02 pm | Chris_McElligottPark | Fixed in Version | => 2.711 Deep Memories |
Dec 30, 2020 5:02 pm | Chris_McElligottPark | Note Added: 0060194 |