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IDProjectCategoryLast Update
0021268AI War 2SuggestionJun 4, 2019 1:43 pm
ReporterRocketAssistedPuffin Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product VersionBETA 0.865 The Return Of Deepstriking 
Fixed in VersionBETA 0.865 The Return Of Deepstriking 
Summary0021268: Reduce "Guard Post Alert" range and/or criteria
DescriptionSomething that I've noticed is units will get out of Guard Posts at rather extreme ranges. Testing shows it to be around 14,000, which often means poking your head in or trying to bypass a planet with a Transport Flagship will alert most of the Guards there, so doing a Deepstrike with said Transport can create a lot of threat.

I have some pictures of said Transport at the range roughly where it alerts the Guards inside, to demonstrate.

Regarding criteria, this'll occur even if the unit is cloaked, so trying to do a sneaky raid on something will also trigger a lot of threat.

Deepstriking is not something I've done, because of things like this. Changes to this, plus some from me to Transports themselves should help?
TagsNo tags attached.

Activities

RocketAssistedPuffin

Jun 4, 2019 1:12 pm

reporter  

GuardPostAlertRange1.jpg (239,546 bytes)   
GuardPostAlertRange1.jpg (239,546 bytes)   
GuardPostAlertRange2.jpg (248,518 bytes)   
GuardPostAlertRange2.jpg (248,518 bytes)   

Chris_McElligottPark

Jun 4, 2019 1:40 pm

administrator   ~0051829

Thanks!

* Added a new setting to the AI Behavior section of the lobby options: Guard Aggro Distance
** At what distance from an enemy will a guard post release its internal ships, or will a ship standing near a guard post leave its post to attack the enemy? Default is 5000.
** Note that if the guard post or one of its ships get shot, then they immediately aggro no matter what the distance. This is about them noticing someone who is being passive.
** Default is 5k, min is 3k, max is 10k. Prior to this build, this was hardcoded in at an insanely-high 13k, which is half the gravity well. That made the AI just absolutely notice everything you did immediately, and made the planets feel smaller than they are.
*** The ranges of ships may also be a bit too on the high side in some cases, in terms of making the gravity wells feel too small and cage-matchy, so we might make some changes there to reduce ship attack ranges, but we shall see.

Chris_McElligottPark

Jun 4, 2019 1:43 pm

administrator   ~0051830

And the last bit. Thanks again!

* Fixed an issue where AI units were being aggro'd even by cloaked ships. Ships that are cloaked no longer can cause guards to notice them at all.

Issue History

Date Modified Username Field Change
Jun 4, 2019 1:12 pm RocketAssistedPuffin New Issue
Jun 4, 2019 1:12 pm RocketAssistedPuffin File Added: GuardPostAlertRange1.jpg
Jun 4, 2019 1:12 pm RocketAssistedPuffin File Added: GuardPostAlertRange2.jpg
Jun 4, 2019 1:40 pm Chris_McElligottPark Note Added: 0051829
Jun 4, 2019 1:43 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 4, 2019 1:43 pm Chris_McElligottPark Status new => resolved
Jun 4, 2019 1:43 pm Chris_McElligottPark Resolution open => fixed
Jun 4, 2019 1:43 pm Chris_McElligottPark Fixed in Version => BETA 0.865 The Return Of Deepstriking
Jun 4, 2019 1:43 pm Chris_McElligottPark Note Added: 0051830