View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009596 | AI War 1 / Classic | Suggestion - Interface Ideas - Notifications, Warnings, and Alerts | Sep 16, 2012 6:25 pm | Sep 18, 2012 8:08 pm | |
Reporter | motai | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.080 | ||||
Summary | 0009596: warning of marauder spawn | ||||
Description | a warning when marauder ships spawn because they draw your fleet to the edge of the system to be killed or unprotect vital targets would be nice. it annoying to have to babysit empty garrisons just in case a marauder show up to let an ai attack fleet thru because they autoagro to items 60k out of system even tho settings say dont autofrd past 15k. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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There's an "X Marauders on <planet>" alert if you own the planet. Is that not good enough? |
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no because they dont spawn on player planets as far as i can tell. and standardly fleet bases on enemy planets get messed up by what i was describing. and its decidedly unfun to have to pause the game every 30 seconds go run between 6 border planets and then try to remember what you were doing before you had to pause. basically its too much micro when a warning should be in place for the spawn. if i miss the warning oh well. or at least the box should be wherever i have scouting not only my own planets. but as i mentioned the combination of they aggro to well past the edge of the system when they are set to not to but frd still does funky things. and the need for ships to be approximately where i left them on patrol not the past the edge of the gravity well because marauders spawn too far out. |
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Marauders can spawn on player planets, I sometimes see them when I bring in my fleet to handle large waves. It sounds like the real bug is ships not respecting the FRD range setting on enemy planets. I don't agree with giving an alert for marauders on a scouted AI world, since they're supposed to be ambushing both sides during a heated battle. Setting up a beachhead on an AI world shouldn't be "fire and forget", there needs to be some sort of risk involved with maintaining such a presence on the enemy's doorstep. |
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i guess thats true enough. problem is 0 enemy ships and the marauders bait my ships to WAY past the gravity well. either there needs to be a warning since you cant see them anyway. or they needs to spawn either at the well edge or in the mix of whatever target they pick. since the frd ranges dont work right for preventing ships from chasing them. |