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IDProjectCategoryLast Update
0002160AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJan 5, 2011 5:59 pm
ReporterInvelios Assigned ToChris_McElligottPark  
Status consideringResolutionopen 
Product Version4.057 
Summary0002160: Redirection Rally Post - Slight Behavior Change
DescriptionAfter playing with the redirection rally posts, I have grown to really like them. Along with Garrisons, they offer a much easier way for mobile military to help defend, especially when you have more than 1 planet bordering an AI world. However, I have a slight issue when I have a "dead end" border planet (has only 1 WH to a friendly planet). Once the garrisons are filled and I have "Patrolling" units in FRD mode, they don't really stay on the planet long enough realize enemies are there, and therefore usually don't help. I think about 50% of the ships actually notice before they go back through the wormhole, and I feel this kind of defeats the purpose of having these units patrol.

To fix this issue, I was wondering if, instead of getting the new move orders from the redirect post as soon as they enter the planet, they first had to move to the rally post, and then got the new move orders the post is set to give. If this isn't easy to program, then any other solution would be appreciated. I just would like the ships to somehow stay a while so they are sure to help out if the planet is under attack, instead of peaking in and leaving half the time, even if the planet was currently under attack.
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TechSY730

Dec 26, 2010 1:26 am

reporter   ~0007052

Last edited: Dec 26, 2010 1:27 am

I tried getting around this problem with the "redirection tries to keep a garrison" control logic, but I have found it is a little too "dumb" for my tastes. When the garrison is formed, and new units come in, instead of sending the old units on their way and forming a new garrison with the stuff coming in, the old units stick around and the new units move on. This may have been the intent, but it seems to defeat the purpose of grouping patrols.
This proposed logic would allow me to get the behavior I want without the garrison thing.

Chris_McElligottPark

Jan 5, 2011 1:15 am

administrator   ~0007522

That particular solution would be really difficult to implement, but this issue in general is something we might look at more in the future. Right now, though, the redirection rally posts are sort of as-is unless there's something actually broken about them, though. Just based on time constraints, plus not having a solid design for a solution at the moment anyhow.

Red Spot

Jan 5, 2011 5:59 pm

reporter   ~0007541

Perhaps this may sound stupid, but why do you need patrols on dead-end planets adjacent to your own planets?
No matter how you look at it I cant really see how you get a proper patrol on that planet, the next planet can only send ships to the dead-end planet, or has multiple rallypoints and would make patrols somewhat random, which I guess defeats the purpose of a patrol somewhat(you end up with small groups/single ships dripping into a fight).

Issue History

Date Modified Username Field Change
Dec 26, 2010 12:17 am Invelios New Issue
Dec 26, 2010 1:26 am TechSY730 Note Added: 0007052
Dec 26, 2010 1:27 am TechSY730 Note Edited: 0007052
Jan 5, 2011 1:15 am Chris_McElligottPark Note Added: 0007522
Jan 5, 2011 1:15 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 5, 2011 1:15 am Chris_McElligottPark Status new => considering
Jan 5, 2011 5:59 pm Red Spot Note Added: 0007541