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IDProjectCategoryLast Update
0003168AI War 1 / ClassicSuggestion - Game MechanicsJul 8, 2011 10:10 am
ReporterFleet Assigned To 
Status newResolutionopen 
Product Version5.009 
Summary0003168: Redirector Rally Post behavior tweek
DescriptionWhen using rally posts to set up a cross-planet patrol, ships are not able to break FRD to chase enemy ships.

Example. Rally points at planets A and C, in the setup A-B-C. The ships pop in and out of A and C so fast that movement orders are not even processed, and they don't use the FRD logic to give chase to enemy ships. Placement of the redirector post does not matter - when ships enter a planet with the post, they immediately move to the next way point - in this case, right back through the wormhole.

Fixes may include having ships wait a few seconds to process the redirector rally post when entering a planet (giving them time to process other commands), or having ships move to the post before moving to the next waypoint.

Also, a question: Will ships in a redirector rally cue in FRD, that enter combad, re-enter the cue when done fighting? Or does this need to be done manually? If not automatic, I request this is done.
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Red Spot

Mar 31, 2011 4:17 pm

reporter   ~0011622

Ships on patrol, will return to patroling after combat, if that is what you mean with your last question.

One way to get around the issue you are having is by making sure there is some 'second layer'.

A-B-C <- planets you want patroled
 D-E <- second layer, non-front planets

Patrol: A->B->E->C->B->D->A
In some cases they may for instance skip A in order to go from B to D, but than they'll go to A right after that. You can even set your patrols in such way they come on the planet at the side of the CC (and so defend there first) in order to move away from it to the next gate/planet.

However, I agree redirectors could use a bit of loving in this regard :)

TechSY730

Mar 31, 2011 6:37 pm

reporter   ~0011626

Units that are being redirected will indeed follow the movement type you set for it. For example, if gave the re-director a FRD move command (which it interprets as setting the rally point) to another planet, units will indeed FRD move to that planet. Same thing with attack move. So this part is implemented.

Does not work with group move though. This makes sense though, because if an individual unit (that was not part of the cluster you presumably set up the group move rally for in the first place) goes into the system, what would it try to group move with? What if you gave a non-group move order to a bunch of units to a planet with a re-director that was trying to group move redirect? As it was not a group move to begin with, there is no way to know what unit they should slow down to keep pace with, so going into group move would not make sense.

However, I can think of one good meaning for a group move rally point, if a unit that it is redirecting is already in group move, instead of destroying it, the unit will retain group move using the same move speed. However, if a unit was not group moving tried to follow a group move rally point, then there would be no change in the group move state; they would treat it as a normal move rally point. Just one idea.

FunnyMan

Apr 1, 2011 5:01 am

reporter   ~0011635

On a related note, ships entering a system with a redirector that sends them back out the same wormhole are pretty much impossible to keep there. They warp out again before you can grab them and give them new orders. The "wait a couple seconds" idea would fix that, but my suggestion is that it only applies when the ships are directed to re-exit the wormhole they came in through. Any other wormhole will already have a sufficient delay to allow other orders to take effect.

Ranakastrasz

Jul 8, 2011 10:10 am

reporter   ~0012679

I would prefer them automatically first going either to the rally point, or the command station if no rally point is present, before doing anything else. also, I do not currently see rally points causing FRD to occur on allied planets.

Issue History

Date Modified Username Field Change
Mar 31, 2011 4:02 pm Fleet New Issue
Mar 31, 2011 4:17 pm Red Spot Note Added: 0011622
Mar 31, 2011 6:37 pm TechSY730 Note Added: 0011626
Apr 1, 2011 5:01 am FunnyMan Note Added: 0011635
Jul 8, 2011 10:10 am Ranakastrasz Note Added: 0012679