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Ships Orders
Time and time again I give a ship orders and they get ignored! I give a ship 'Capture ship' as the classes default orders put it in a fleet with 'capture ship' orders and what does it do? Run away. (No the enemy did not have shields) Same goes with Ram orders and Don't Hurt me orders' (except with don't hurt me they don't run away) you would think Ram orders should be simple to program. Move towards enemy and ram. Similar with Capture ships orders. This is so frustrating I wonder why I even bother playing. And I know I'm not alone in this as it has happened to those I play with.
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David, I agree wholeheartedly. This is by far the flakiest part of the game. I don't think it will ever be fixed because it would require massive reprogramming. The three items you mentioned are only the highlights. Many other items work in confusing, illogical or contradictory ways. Yes, there are some bright spots, but they hardly make up for weaknesses. Sorry, Aaron, just had to say it.
However, I have learned to work with what's there. It's hardly satisfactory, but I can play a reasonably strong game by avoiding the flakiest orders. Kim |
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I've learned to play by the ways of the game, i dont count much on parts that are weak. i have been trying to find the ways around the bad sides of strategies -- dont put weapons on ramming and/or capturing ships, thats one lesson i've learned.
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What’s the problem exactly?
Ramming strategy does not require any weapons on board the ramming ship. When you use capture enemy ship you will need a weapon to stay at the front line. The ship will try to capture an enemy ship even without weapons but the enemy shields must be lowered by another ship. As soon as the shields are down, the capture ship will head for its target but most of the time the target ship will be blown up when the capture ship arrives. but if the capture ship has a weapon it will stay at the front all the time and might be on time to catpure an enemy without shields. It is not a bug that ships without weapons or weapons that won't work against the enemy (i.e. boarding parties against ships with shields) try to disengage from the enemy IMHO. Who really wants his maybe even damaged ships to sit in front of the enemy unable to do anything and wait to be blown to pieces by him? |
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The problem with the Capture ships was they did not move towards the enemy (unshielded). These ships had swashbucklers and their only 'weapon' They instead either milled around or moved away. The ram thing was the same although this happened to a friend in the game so it may have been incorrect orders. Fleets with Don't hurt me orders I have found never worked since Gold came out. The ships always revert back to thier class orders.
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Re: Ships Orders
Were you fighting a Psychic race, by any chance? Or perhaps a Cruiser or larger?
Psychic races get double the normal boarding defense, and swashbucklers are not very strong. If you ship will not overcome the defenders, it won't attempt to board. |
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Psychic No. The enemy was mostly Battle Cruisers though.
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I once had been using ship capture strongly and used CRs armed with two shields sapper, double shield and the rest loaded with boarding parties. THey just sapped the shields and ran to the corner, only to die there. The enemy was not psychic and did not have any boarding defense.
Same with ramming - tried putting weapons on them, and they dont ram but dance around firing weapons instead. |
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The frustrating part is that it seems to me that it really shouldn't require 'massive reprpgraaming' I would think orders like Ram, Capture and Don't hurt be should be the easiest to program.
As far as ways around these things. What are they? I don't understand the 'not putting weapons' on ramming and capture ships because the latest incidents that prompted this thread were with ram ships that had no weapons and capture ships that had no weapons. The weird thing is that in the game I'm currently playing I have has a lot of success with capturing ships then comes the big combat against the megaevil human and poof they all die without even an attampt to capture. |
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Well, either the problems arise with the MODs you are using or there is just something set wrong in your strategies. If you don't touch the strategies (i.e. out of the box) and obey the need-weapon/no-weapon outlined below it will work every time both in my regular game (1.78) and beta (1.81). In short, I wouldn’t blame it on SE4 in general but to some screwed up settings in your games or some variables we all overlook in your examples.
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David, did the enemy ships have SDD's? This will cause your boarding ships to not try to board. It's like they know if they board they die, so they don't attempt it.
Geoschmo |
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SDD's??? Good thing that Acronym thread is here. No I don't think they had them. Howver they were all CA's or BC's. I gathers from SJ's post that my ships would probably not have had the boarding strength to take these ships thus did not try. If this is the case a message from the ship captian would have been nice. http://forum.shrapnelgames.com/images/icons/icon8.gif
One thing I am 99.99% of certain of is that there is a bug with fleets not obeying their 'Don't Hurt Me' orders. I'm not sure I understand the weapons/no weapons comments. With Ram and Capture orders does it make a difference if the ship has other weapons on it? |
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Its this type of inconsistency that drives me nuts. One person says black, the other say white and they are both right! Kim |
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Incidentally, it was SDD acronym that got it all started. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Another thing I've just had happen the Last 2 turns in my current game is missle ships not firing their weapons and getting killed. (crystalline type missles) They had suppies (1400 about) and they did not have any orders that said do not fire on a certain type. So they get killed by 3 ships that had no point defense and should have been an easy kill.
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I have done some analysis and come up with the following definitive results regarding boarding: </font>
Hope this helps. Geoschmo [ October 27, 2002, 21:23: Message edited by: geoschmo ] |
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From Geoschmo:
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Geo, based on your analysis, it would be better to use security stations rather than SDD. You would be much more likely to keep your ship intact and end up destroying the boarding ships. This would be an especially good idea if your ships are large (and expensive) and the boarding ships are small (and cheap). Kim |
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GK, the security stations do not destroy the boarding ship. Interesting analysis, geo.
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Grandpa Kim if your enemy is using cheap boarding ships to get your vessels to self destruct, then yes Security stations would be better than SDD. Security stations are the same size and cost as boarding parties of the same tech level, and between 2 to 3 times as effective, depending on tech level.
However one 10K SDD will stop as many boarding parties as the enemy puts on their ship. And it has another use, eliminating those pesky maint costing ships that are out of fuel or damaged and out of reach of a yard. So like everything else there are tradeoffs. And there is nothing stopping you form using both. http://forum.shrapnelgames.com/images/icons/icon7.gif Also, as discussed in another thread recently, shields and one shield regenerator comp will prevent boarding, at least until the regenerator comp is destroyed. Geoschmo |
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Nice info Geo!!!
So in my P&N game a ship with one Swashbuckler would have an attack equal to 12. (40 guys at 30% effective) and thus could not capture any ship with a crew quarter. So if I put 2 of then on I could capture a ship with one crew quarter but not one with 2 or more. This could certainly explain all my problems. |
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Geoschmo |
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Have you confirmed this via a test? That is, the fact that "don't get hurt" orders for a fleet are ignored and the ships execute according to their own rules?
EDIT: I posted this after reading p. 2 im not really awake. [ October 28, 2002, 03:27: Message edited by: Skulky ] |
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EDIT: Of course that's assuming I am correct about the defense strength of the crew quarters. You appear to be saying equivalent to 16 marines (4 ability value), not 20 as I thought. I think I just confirmed that the ties do go to the defender though, so most likely you are correct. Would you care to commatn on any of the other points I mentioned and tell me if they are correct as well SJ? [ October 28, 2002, 04:02: Message edited by: geoschmo ] |
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A single swashbuckler is not useless, it just requires a weapon to be used along with it http://forum.shrapnelgames.com/images/icons/icon7.gif
Space the crew by shooting a hole in the crew quarters, and then board the ship and take the bridge (if it is still there) with much less resisitance. You can't win against trained crewmen, unless you have numbers, or they're in disarray and mostly dead/wounded from bombardment. |
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