Movement Autonomy

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posted on November 16th, 2010, 8:29 pm
Last edited by Ruanek on November 16th, 2010, 8:31 pm, edited 1 time in total.
It seems a bit weird that ships on low movement autonomy will move to attack nearby enemy ships if those ships attack another of your ships or stations.  It can actually be used to lure ships out from behind defenses (the other player only has to shoot once at the defenses), and it can't be stopped easily unless  the player happens to be watching that area right when it happens or sets the ships to green alert.  Is this intended?

Edit: Thanks to Serenity for helping me test this.
posted on November 16th, 2010, 8:30 pm
i've noticed it too, its probably not intended, but it is annoying.
posted on November 16th, 2010, 9:31 pm
It's broken. Devs know of that issue.
posted on November 16th, 2010, 10:32 pm
I've also posted about this, I basicly got told 'it happens with all of A2 not just FO'

The odd thing is other than FO I've never really had an issue with this, execpt on occasion larger modded ships that rotate too slowly sometimes moving to point at the enemy, and ending up just charging, and even then it's pretty damned rare to have happen.
posted on November 16th, 2010, 10:53 pm
I've seen it a lot in games.  I've even lost 2 highly ranked steamrunners because of it. :crybaby:
posted on November 17th, 2010, 9:09 am
lol tokra u dont give up.

Ruanek wrote:I've seen it a lot in games.  I've even lost 2 highly ranked steamrunners because of it. :crybaby:


HAHA go warpin more, they're free. Steamy shouldn't get to live, they are 1 use cannons lol
posted on November 17th, 2010, 10:54 am
Myles wrote:HAHA go warpin more, they're free. Steamy shouldn't get to live, they are 1 use cannons lol


That doesn't make losing them hurt any less, especially when they were so close to being vets and steamrunners are fairly rare anyways.  I spent a lot of that game making sure they didn't die, and then when I was defending my expansion they were lured away from my main base and killed.
posted on November 17th, 2010, 2:07 pm
Last edited by Tyler on November 17th, 2010, 2:59 pm, edited 1 time in total.
Until the 'fix' is in, just set them to Green Alert and keep a close eye on nearby enemies. The alert overrides movement, it's a necessity of their function.
posted on November 17th, 2010, 4:59 pm
Tyler wrote:Until the 'fix' is in, just set them to Green Alert and keep a close eye on nearby enemies. The alert overrides movement, it's a necessity of their function.


That's completely impractical, though.  You can't always watch all of your fleets (especially of the enemy can cloak), green alert is never really a good idea.

Would people using this glitch intentionally to lure ships way from an expansion be considered bad ettiquite?
posted on November 17th, 2010, 5:06 pm
Last edited by Tyler on November 17th, 2010, 5:13 pm, edited 1 time in total.
It's either micro them perfectly in passive mode or don't leave them in places where you can't stop them quickly. You don't have many choices at the moment, impractical or otherwise.

The Etiquette section of the guide doesn't seem to mention it, so it could go either way. I think it's a good thing to try.

It's not really a glitch by my view since the ship's doing what it is supposed to; the stock game and its tutorials even say it's intended to attack on sight during Red Alert. Helping allies makes sense.
posted on November 17th, 2010, 5:15 pm
I don't mind it existing - it's actually useful at times.  I just wish it could be turned off (like via movement autonomy, because that would make sense).  I believe the definition for low movement autonomy is the ship won't move unless ordered to, so I don't think it's intended.  But right now all the solutions are impractical.
posted on November 17th, 2010, 5:32 pm
Last edited by Tyler on November 17th, 2010, 5:36 pm, edited 1 time in total.
The ships don't move unless in sensor range because Red Alert overrides movement. The only part that probably wasn't intended is attacking other allied targets setting it off if the enemy is out of the ships sensor range.

The movement isn't a problem, it's that it should only move to fire if the target is in sensor range. Hiding behind a defence wall means the ships personal range shouldn't cover the enemy.
posted on November 17th, 2010, 8:02 pm
What I'm mainly saying is that it would be nice for players to be able to put their ships into a mode where they wouldn't move (and possibly get killed) just because a nearby station (or ship, I guess) was attacked  (That's why I originally put this in "General" instead of "Technical Stuff".)
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