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Concerning the community request for a notification system when enemy fleet enters guarded system

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7 years ago
Mar 2, 2018, 3:09:17 PM

I had an idea while playing. Currently there are 2 icons that exist above the END TURN circle, one to cycle through idle fleets and one to execute planned fleet movements. Perhaps a third icon could be added that would cycle through threatened fleets having an action point to spend. By threatened fleet, I mean any fleets that share star system orbit with a hostile enemy fleet. This could serve the purpose of notifying a player when an enemy fleet moves into orbit (instead of just moving into visibility range which, as a workaround, doesn't address the actual issue being discussed) and keeping a player informed of potentially unused action points during ongoing skirmishes with many fleets.

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7 years ago
Mar 2, 2018, 3:12:12 PM

Please note: This would mean adding a binary system that creates a fleet status of Threatened or Not Threatened. The specifics of such a system could include or exclude, or grant the option to include or exclude, exploration fleets and/or colonization fleets.

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7 years ago
Mar 4, 2018, 7:20:21 PM

Now practical input from MP experience:
if a tryhard player can, he will wait for the timer for his fleet to move to a blockaded system resulting not only in game stagnating over end turn abuse, but the speed getting refilled the next turn and your fleet unable to engage whatever you "caught" cause the turn is over.
This happened to me in countless games, where I simply have already reatreting fleet arrival system blockaded and opponent will just hope to move away faster than I can engage.
Concerning this being a common practice perfectly within limitations of game mechanics, your notification will do little good and actually give the blockading player one more pop up to deal with prior to spamming engage on a fleet that should have been dealt with the last turn.
I would probably adress this problem first.

Otherwise yeah sure, the cycling button is little clutter and if it helps and gains support, more power to you!

Updated 7 years ago.
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7 years ago
Mar 4, 2018, 8:02:44 PM

Considering my concern relates to Single-Player, I appreciate your feedback, but the lack of an active effect to multiplayer end turn exploits should not be an argument to not implement fixes that would benefit everyone in every other scenario which would be affected by such a change.

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