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Blockades

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13 years ago
May 6, 2012, 3:22:29 AM
I've seen this too. It's absolutely ridiculous, imo. Extremely irritating. This is something that I would really like to see altered before release. If one of the devs is lurking in this thread, please take note that this is something to really consider.



Thanks. smiley: smile
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13 years ago
May 6, 2012, 3:01:34 AM
So far its part of the game mechanic. You CAN catch the scouts, but you have to be fast. End the turn with your fleet(the one that is at the system the scout is going to pass through) selected. Once the turn-over counter is done, the AI will move. As soon as the "attack" button lights up when the scout gets in the system, click it. It will trap him and you can engage. If you miss it, or didnt see him comming, he will just breaze on through. Its irritating, but not really a bug.



Insofar as the blockade-by-influence, ive no idea. I dont usually let the AI get that close. smiley: wink
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13 years ago
May 6, 2012, 3:00:19 AM
madgiraf wrote:
If there is a fleet defending the system and you're not in a 3:1 MP ratio then you'll need to destroy it if you want to setup a blockade. If the blockade doesn't become a player/AI specific action (with diplomatic and economic consequences) that have to be "triggered" and stays automatic, then all the conditions you've mentioned should be applied as necessary prerequisites.




Exactly. Just how I'd have it.
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13 years ago
May 6, 2012, 2:52:22 AM
Yeah that has been bugging me as well. I don't really seem to understand the mechanic in use as i just picked this up today but it seems like the AI can shutdown my systems and short of going to war with them i cant do anything about it. Don't get me wrong I am more then happy to go to war with the AI but when AIs little influence sphere goes around my planets i cant seem to do anything about it. And they seem to be able to run the gauntlet through my systems at will without me being able to do anything to them whats what about ?



Anyone able to offer some clarifications if this is a bug or intentional? It seems related to what nefloyd is talking about so i thought maybe one of you might know.
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13 years ago
May 6, 2012, 2:52:15 AM
Good Idea. It seriously ticks me when I am just sitting there minding my business and my only source of some thing is cut off.
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13 years ago
May 6, 2012, 2:50:51 AM
Agree, the fact that my colony ships die when passing through a system with pirates, yet scout ships can zip through my fleets and i can only catch them if im looking at them and ready to click the attack button, irks me. Why the hell cant I just say, "Hey, admiral, could you do me a favor and kill EVERYTHING that comes through here? Thanks bro."??
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13 years ago
May 6, 2012, 2:50:45 AM
nefloyd wrote:




I'd really like to see this changed in some fashion. I can see it going one of two ways (or both)



Possibility 1: I don't think blockades should be possible if there is an opposing fleet. How can a single scout prevent all trade from my system when I have a battalion of multiple death-ships patrolling the whole sector? You should be required to destroy that system's fleets before blockading takes effect.



Alternative to 1: Blockading is possible if there is a defensive fleet in the system, but the blockader has to have at least a 3:1 ratio of military power - meaning I can't prevent a blockade by zipping a single scout of my own to that system versus a major attacking force.



Possibility 2: Blockading should only take place on a turn in which the enemy fleet has both begun AND ended its turn in that system. In other words, it requires the entire movement point allotment of the fleet. Perhaps even make blockading a specific action, similar to invasion or attacking.



Possibility 3: Allow fleet interceptions - this seems to happen to ME when I'm exploring enemy zones, why can't I do it? Allow me to set a fleet in a friendly system as "On Patrol" or "On the Defensive" or something and make it auto-attack any viable target that moves through the system, so these stupid scouts can stop freely moving past my planets and forcing me to play merry-go-round with them in my systems.




I would say, all the possibilities (1-2 and alts) you've mentioned should be prerequisited to set up a blockade... I would rephrase like this : If there is a fleet defending the system and you're not in a 3:1 MP ratio then you'll need to destroy it if you want to setup a blockade. If the blockade doesn't become a player/AI specific action (with diplomatic and economic consequences) that have to be "triggered" and stays automatic, then all the conditions you've mentioned should be applied as necessary prerequisites.



Additionally, I also agree on the possibility 3 - need to have some "orders", "stances", or whatever we call them.
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13 years ago
May 6, 2012, 2:43:41 AM
nefloyd wrote:
possibility 3: Allow fleet interceptions - this seems to happen to ME when I'm exploring enemy zones, why can't I do it? Allow me to set a fleet in a friendly system as "On Patrol" or "On the Defensive" or something and make it auto-attack any viable target that moves through the system, so these stupid scouts can stop freely moving past my planets and forcing me to play merry-go-round with them in my systems.




I dont think that the CPU should have actions available to it that a player does not have. so this is a no brainer to me. perhaps it could be implemented in a pop up, or you could set your fleet to 'intercept' then any passing non friendly fleet triggers a fight.
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