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IDProjectCategoryLast Update
0002162AI War 1 / ClassicSuggestion - Game MechanicsJan 4, 2011 11:22 pm
ReporterDraco Cretel Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.057 
Summary0002162: Reteating Now Useless
DescriptionWith the new addition/fix of the instant hitting when ships go through wormholes, retreating after attacking is now far less effective. I've had many of my ships die due to the shots from bombards as well as artillery golems. I've had little luck with attacking AI targets with my fleet and then retreating now due to the instant shots. I've even lost healthy starships going through wormholes since there were several long distance shots placed at it.

I personally think this little mechanic in the game is annoying and unrealistic, though I do know this is a game. Either it should be removed or toned down some. Making it only effective for scouts to keep them from scouting to easily, but the idea of any and all shots instant hitting is painful, more so when fighting against long range ships/gaurdians.

It seems to be a major nerf to the player and very minimal effect on the AI as I have only noticed it against trains or neinzul carriers.
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TechSY730

Dec 26, 2010 2:44 pm

reporter   ~0007069

Last edited: Dec 26, 2010 2:46 pm

Part of the reason for this change was not only for scouts, but also to prevent stupidly broken strategies like popping in, firing a shot, then retreating before any of the bullets can hit you.

Realistically speaking, the bullets would also follow the ship through the wormhole, which would fix most of these exploits and not be annoying to the player (though maybe a little confusing at first). Technically speaking, that may be a bit too hard to do.

Another solution would be to put a ship at "0 recharge points" as it comes through a wormhole (with certain exceptions for artillery ships, like siege starships and spirecraft penetrators), which means you can't just fire right as you come through the wormhole. This is already done for ships being unloaded from transports, and it works pretty well. However, this solution would leave scouting a little too easy though.

Any other ideas? When proposing answers, keep in mind the exploits the current solution was designed to fix.

Chris_McElligottPark

Jan 4, 2011 11:22 pm

administrator   ~0007506

I disagree that retreating is useless: you just can't retreat to avoid damage that is already incoming. Perhaps that's a subtle difference, but it's an entirely relevant one, I think.

In very old versions of the game (pre 2.0), the shot damage actually always hit instantly, and the shot graphics were just for show. Retreating was still quite valid then, as it was now. But, you can't throw out a volley and then duck back inside the wormhole unscathed. It cuts off surprise attacks, but not actual full out retreats, I'd say.

Issue History

Date Modified Username Field Change
Dec 26, 2010 2:17 am Draco Cretel New Issue
Dec 26, 2010 2:44 pm TechSY730 Note Added: 0007069
Dec 26, 2010 2:46 pm TechSY730 Note Edited: 0007069
Jan 4, 2011 11:22 pm Chris_McElligottPark Note Added: 0007506
Jan 4, 2011 11:22 pm Chris_McElligottPark Status new => closed
Jan 4, 2011 11:22 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 4, 2011 11:22 pm Chris_McElligottPark Resolution open => won't fix