View Issue Details

IDProjectCategoryLast Update
0002673AI War 1 / ClassicGameplay IssueApr 2, 2011 1:18 pm
ReporterPrezombie Assigned To 
Status newResolutionopen 
Product Version5.000 
Summary0002673: Transports permanently aggro ships.
DescriptionI can understand AI units taking pop shots at transports that go by, but after it goes by, they shouldn't stay online and attack your planets just because the transport contained a few scouts.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002528 closedChris_McElligottPark Aggravating guards 
related to 0002678 new Make sure alerting and freeing are behaving as the documentation states. 

Activities

KDR_11k

Jan 28, 2011 10:17 am

reporter   ~0009763

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.

Prezombie

Jan 28, 2011 4:17 pm

reporter   ~0009771

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.

TechSY730

Jan 28, 2011 4:35 pm

reporter   ~0009773

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.

BobTheJanitor

Jan 28, 2011 4:40 pm

reporter   ~0009774

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.

TechSY730

Jan 28, 2011 4:53 pm

reporter   ~0009779

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.

Red Spot

Jan 28, 2011 5:24 pm

reporter   ~0009784

You made 2 issues out of it (this and 2678), I had it in one, linked that one :)

HTL2001

Apr 1, 2011 6:02 pm

reporter   ~0011639

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.

Prezombie

Apr 2, 2011 1:18 pm

reporter   ~0011645

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..

Issue History

Date Modified Username Field Change
Jan 28, 2011 2:39 am Prezombie New Issue
Jan 28, 2011 10:17 am KDR_11k Note Added: 0009763
Jan 28, 2011 4:17 pm Prezombie Note Added: 0009771
Jan 28, 2011 4:35 pm TechSY730 Note Added: 0009773
Jan 28, 2011 4:40 pm BobTheJanitor Note Added: 0009774
Jan 28, 2011 4:41 pm TechSY730 Relationship added related to 0002678
Jan 28, 2011 4:53 pm TechSY730 Note Added: 0009779
Jan 28, 2011 5:23 pm Red Spot Relationship added related to 0002528
Jan 28, 2011 5:24 pm Red Spot Note Added: 0009784
Apr 1, 2011 6:02 pm HTL2001 Note Added: 0011639
Apr 2, 2011 1:18 pm Prezombie Note Added: 0011645
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue