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Protecting system with a fleet - needs some love

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8 years ago
Nov 12, 2016, 4:38:45 AM

The new way of defending a system with a fleet is much more inefficient and dull, compared to ES1.


- All fleets are considered to "guard" the system regardless of ship types


In ES1, you could specifically select which fleets are guarding the system and are eligible for combat. This does not seem to be the case anymore, it seems to put a "guard" modifier on all my fleets in system, regardless if it's a colony ship or a fleet of hungry zerglings.

I... don't want my colony ship to take part in fleet action. The whole reason I was guarding a system is to protect my colony ships coming through.

TL;DR Please let us pick exclusively, which fleets are "guarding" the system, and which ones are not - just the way it was working perfectly fine in ES1.


- You can stop enemy ships only for 1 turn, and then they are on their way


This results in comical situations when you are at war with 2-3 parties and their ships are flooding in, your armada cannot actually stop anything. So instead of standing ground with actual armada this forces player to put fleets in all surrounding systems as well to catch stragglers the main fleet guarding a system 1 jump away could not catch. It is a chore, not strategy. 

I honestly vote this to be the way as it was in ES1 - if there is a fleet guarding a system, you need to deal with it or piss off the way you came.


- You cannot protect a system from invasion even when your entire armada is in orbit


It feels wrong when you have 3 fleets "guarding" the system, that some yahoo just plops into the system and assaults the colonies directly. This should not be the case, really.

If you want to assault the colony, please deal with my armada in orbit first.


- AI suicidal exploration


AI loves to pump exploration ships and suicide-run them into your territory during a war. They are like annoying cockroaches I have to squash nonstop.

It doesn't feel like war. It feels like pest extermination. In general, AI should understand which systems had hostiles in them, and move to investigate with a properly outfitted armada.

Wasting AI production on gazillion exploration ships, especially on small/tiny galaxy maps seems bad.

AI should understand they are either threatened or at war, and move around only in tightly-packed fleets of actual warships.



Updated 8 years ago.
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8 years ago
Nov 12, 2016, 6:55:04 AM
Asuzu wrote:

 

- You can stop enemy ships only for 1 turn, and then they are on their way


This results in comical situations when you are at war with 2-3 parties and their ships are flooding in, your armada cannot actually stop anything. So instead of standing ground with actual armada this forces player to put fleets in all surrounding systems as well to catch stragglers the main fleet guarding a system 1 jump away could not catch. It is a chore, not strategy. 

I honestly vote this to be the way as it was in ES1 - if there is a fleet guarding a system, you need to deal with it or piss off the way you came.

 


The system in Es1 also made things, like the annoying situation where your main armada (of even various big fleets) was stacked by a 3rd party explorer in a neutral system, when you need it to fight 3 systems away with the faction you were actually at war.

I think that Amplitude is trying to solve this, but I'm having same troubles as you. So really we changed a problem for another.

May be the solution is to make fleets blocking in ES1 way ships from empires you're at war with, blocking actual Es2 way neutral ships and not blocking at all allied faction's ships.

Not sure, but I like to see they are at least trying to solve Es1 problems.


Nothing to say about all your other comments, as I have same problems and share most of your ideas.

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8 years ago
Nov 12, 2016, 9:27:18 AM
lo_fabre wrote:
Asuzu wrote:

 

- You can stop enemy ships only for 1 turn, and then they are on their way


This results in comical situations when you are at war with 2-3 parties and their ships are flooding in, your armada cannot actually stop anything. So instead of standing ground with actual armada this forces player to put fleets in all surrounding systems as well to catch stragglers the main fleet guarding a system 1 jump away could not catch. It is a chore, not strategy. 

I honestly vote this to be the way as it was in ES1 - if there is a fleet guarding a system, you need to deal with it or piss off the way you came.

 


The system in Es1 also made things, like the annoying situation where your main armada (of even various big fleets) was stacked by a 3rd party explorer in a neutral system, when you need it to fight 3 systems away with the faction you were actually at war.

I think that Amplitude is trying to solve this, but I'm having same troubles as you. So really we changed a problem for another.

May be the solution is to make fleets blocking in ES1 way ships from empires you're at war with, blocking actual Es2 way neutral ships and not blocking at all allied faction's ships.

Not sure, but I like to see they are at least trying to solve Es1 problems.


Nothing to say about all your other comments, as I have same problems and share most of your ideas.

Hmm, this never was a problem for me in ES1, since you could always clean up anything in your way during cold war?

Considering I always was cheesing into +science and +dust traits per destroyed CP, there was no way I would miss a snack on the road :)

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8 years ago
Nov 12, 2016, 10:08:28 AM

But you could attack one time.
One defense strategy was to delay an attack by sending crap ships

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8 years ago
Nov 16, 2016, 7:19:01 AM
Asuzu wrote:

Hmm, this never was a problem for me in ES1, since you could always clean up anything in your way during cold war?

Considering I always was cheesing into +science and +dust traits per destroyed CP, there was no way I would miss a snack on the road :)

I can't deny that this could be solved, and with proper tactics you could even benefit from it. But with most of factions (or if you didn't pick this trait in custom factions), it was very annoying, specially against automatons when AI started to fill every place with 1CP fleets.

As @Kweel_Nakashyn said, the trouble was that you only could attack once per turn, and if overwhelmed by fleets you can be stucked in some systems.

It was also annoying when exploring.

And cleaning in cold war, I've been about a yer without playing Es1, so I can't tell for sure but iirc in ES1 you couldn't attack ships in territory of another faction during cold war.


As I see it, the problem was there in ES1, but not sure if it is solved in the best way in ES2.


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8 years ago
Nov 17, 2016, 2:39:49 PM

We worked on this for the 1st update:

- All fleets are considered to "guard" the system regardless of ship types

It was the case in Endless Space 1, we always considered it as a System-wide action.

Still, your colony ship will not be attacked as long as you have a stronger fleet in orbit: we always pick the strongest fleet of an empire on a given node to fight.


- You can stop enemy ships only for 1 turn, and then they are on their way

Soon, we will also implement the auto-merge mechanics (update 2), which would alleviate this issue.


- You cannot protect a system from invasion even when your entire armada is in orbit

This issue has been fixed for the 1st update.


- AI suicidal exploration

I'll pass that on to the AI team. Thank you for the feedback!


Cheers,

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8 years ago
Nov 17, 2016, 7:26:55 PM
Meedoc wrote:

We worked on this for the 1st update:

- All fleets are considered to "guard" the system regardless of ship types

It was the case in Endless Space 1, we always considered it as a System-wide action.

Still, your colony ship will not be attacked as long as you have a stronger fleet in orbit: we always pick the strongest fleet of an empire on a given node to fight.


- You can stop enemy ships only for 1 turn, and then they are on their way

Soon, we will also implement the auto-merge mechanics (update 2), which would alleviate this issue.


- You cannot protect a system from invasion even when your entire armada is in orbit

This issue has been fixed for the 1st update.


- AI suicidal exploration

I'll pass that on to the AI team. Thank you for the feedback!


Cheers,

Like what I hear, top to bottom, should solve quite a few of the nitpicky frustrations with war.

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8 years ago
Nov 20, 2016, 9:41:00 AM
Meedoc wrote:

We worked on this for the 1st update:

- All fleets are considered to "guard" the system regardless of ship types

It was the case in Endless Space 1, we always considered it as a System-wide action.

Still, your colony ship will not be attacked as long as you have a stronger fleet in orbit: we always pick the strongest fleet of an empire on a given node to fight.


- You can stop enemy ships only for 1 turn, and then they are on their way

Soon, we will also implement the auto-merge mechanics (update 2), which would alleviate this issue.


- You cannot protect a system from invasion even when your entire armada is in orbit

This issue has been fixed for the 1st update.


- AI suicidal exploration

I'll pass that on to the AI team. Thank you for the feedback!


Cheers,


Awesome man.

Now to find something to play until 1st update... Hmmm

Oh wait, Civ 6 patch is out


Updated 8 years ago.
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