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I think there are some other things that aggro the whole planet at once, kinda goes against the idea of compartmentalizing the battlefield into guard posts. Also AI-owned Etherjets have an annoying tendency to pull your units into other systems and cause aggro that way, I've had Etherjets free MkIV ships that way when I hadn't even taken a second planet yet. |
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I think this is an issue of the AI units not properly diferentiating between low alert (taking pot shots at anything in range, chasing targets, but returning to guard post after) and high alert (normal freed unit, able to attack and retreat as usual). And units are freed when they only have motivation to be defensive units, and after attacking transports or player fleets that didn't have a chance, they're free rather than guarding again. |
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I can also say from my experiences that actual alerted vs. freed logic is not working as documented. They tend to be freed in many cases where they should only be alerted. |
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I do think something's weird with threat, but I can't pinpoint it. I've been neutering planets in a game with a botnet and armored golem together, which can pretty well handle anything even without fleet support. You'd think with that much firepower coming out of a wormhole, the entire planet would either immediately attack or immediately run for the nearest exit. But in practice I'm finding that the majority of the ships don't even come out of low power mode. Sometimes not even when I move the golems right up next to them. Until I actually start shooting, they don't care. But sometimes a single uncloaked scout or transport can make a whole planet go crazy. |
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You know that weird bug I reported where units seem to be freed spontaonously on loading a game. Well, after playing a bit more, I've found that units can also be freed spontainously when that planet gets vision (from a scout or whatever). I still think it is an oddity with cold-storage and minor factions firing on or destroying things being defended while no humans are around. Remember the change making it that units cannot be put into cold-storage if a human player is looking at it? That change is making it tough to observe a cold-storaged unit's state, as the mere act of looking changes the state. |
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You made 2 issues out of it (this and 2678), I had it in one, linked that one :) |
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I made a unit suggestion on the notion that this was intended behavior (I'd tried this once to drop scouts further into enemy territory than I go normally due to guardians).
The suggestion was for a fixed cloaking turret for moving troops through a neutered hostile world to another friendly world.
If it isn't intended though fixing this would make my suggestion irrelevant. |
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Another possibility would be a new transport type, one that had cloaking when in supply range.
Ooh, Maybe Mark II transports could be modular, and you could put on a healer, or a cloaker, or a shield immune to travel attrition.. |
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