Author Topic: Carriers out of nowhere?  (Read 5365 times)

Offline TechSY730

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Re: Carriers out of nowhere?
« Reply #15 on: February 10, 2011, 10:57:43 am »
Yeah, there's a weird kind of thing with teleporting ships, I've had teleport raiders and teleport battlestations jump straight through wormhole forcefields before.

Bug report time?

Offline x4000

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Re: Carriers out of nowhere?
« Reply #16 on: February 10, 2011, 10:59:13 am »
Yeah, there's a weird kind of thing with teleporting ships, I've had teleport raiders and teleport battlestations jump straight through wormhole forcefields before.

Bug report time?

That issue is pretty much not fixable, which is how a bug report would be marked.  Teleporting ships just move so fast that the collisions with force fields don't always have time to take effect.  It's pretty much going to stay that way, as the alternative would degrade performance.
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Offline TechSY730

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Re: Carriers out of nowhere?
« Reply #17 on: February 10, 2011, 11:05:08 am »
Yeah, there's a weird kind of thing with teleporting ships, I've had teleport raiders and teleport battlestations jump straight through wormhole forcefields before.

Bug report time?

That issue is pretty much not fixable, which is how a bug report would be marked.  Teleporting ships just move so fast that the collisions with force fields don't always have time to take effect.  It's pretty much going to stay that way, as the alternative would degrade performance.

Would it be possible for workflows to be considered protected by forcefields? When protected, only ships that are ff immune, able to move through enemy forcefields, or ships allied to are belonging to the same player as the forcefields covering it.

This would only add a few more "units" for the "under a forcefield check" and inexpensively solve this problem. (okay wormholes are not implemented as units, I know that, but you get what I mean)

Offline Sunshine!

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Re: Carriers out of nowhere?
« Reply #18 on: February 10, 2011, 11:29:23 am »
As an alternative, can teleporting ships (teleport raiders, at least) be made immune to FF?  Consider that technically they should just be able to jump straight into the forcefield (since they dematerialize and rematerialize - they miss the barrier completely), and it would give some player utility to teleporting ships.  I get the impression large numbers of players think the current teleporting ships are less useful than others (especially on the attack), and if most structural things (cryo pods, power generators) were made immune to Minor Electric it would prevent this change from becoming too problematic in the hands of the AI.

This would also give players a heads up that teleporting ships are able to do something they're able to do anyway - that the forcefield over wormhole trick won't work against teleporting ships.

Offline TechSY730

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Re: Carriers out of nowhere?
« Reply #19 on: February 10, 2011, 11:33:43 am »
As an alternative, can teleporting ships (teleport raiders, at least) be made immune to FF?  Consider that technically they should just be able to jump straight into the forcefield (since they dematerialize and rematerialize - they miss the barrier completely), and it would give some player utility to teleporting ships.  I get the impression large numbers of players think the current teleporting ships are less useful than others (especially on the attack), and if most structural things (cryo pods, power generators) were made immune to Minor Electric it would prevent this change from becoming too problematic in the hands of the AI.

This would also give players a heads up that teleporting ships are able to do something they're able to do anyway - that the forcefield over wormhole trick won't work against teleporting ships.

Full blown ff immunity sounds a little broken. However, maybe only give them one half of it, give them the ability to move through enemy ff (and have it listed in their ability list), but still have to hit the ff like any other ship.

This should give players a heads up about their ff passing ways, but not effect current balance.
« Last Edit: February 10, 2011, 11:35:20 am by techsy730 »

Offline Sunshine!

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Re: Carriers out of nowhere?
« Reply #20 on: February 10, 2011, 11:43:54 am »
Off the top of my head I don't know what ammo Spire Teleporting Leeches use, but the other two teleporters use Minor Electric, which most structures already have immunity to.  Also, teleporters die in droves anyway against even minor turret defenses, and I think most(?) command stations are immune to minor electric (if not, they should be made immune as a result of this change).

When you say "allow them to teleport in, but make their shots still hit the FF," do you mean that even if they teleport into the FF, their shots will still hit the FF instead of targets inside the FF?  That doesn't really sit logically with me, since a forcefield is a bubble, not a completely filled-in sphere, so being inside the FF should allow shooting at targets inside the FF without problem, because you've bypassed the bubble.

Offline BobTheJanitor

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Re: Carriers out of nowhere?
« Reply #21 on: February 10, 2011, 11:56:03 am »
Teleport battle stations can definitely kill command stations, as my command station one world over from this carrier attack can attest to. This happens to me all the time with teleporting waves. They come in, see my defenses, teleport a world or two over, and are instantly on a command station. Cue AI taunt and me raging.

Offline TechSY730

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Re: Carriers out of nowhere?
« Reply #22 on: February 10, 2011, 12:21:03 pm »
Teleport battle stations can definitely kill command stations, as my command station one world over from this carrier attack can attest to. This happens to me all the time with teleporting waves. They come in, see my defenses, teleport a world or two over, and are instantly on a command station. Cue AI taunt and me raging.

Sounds like a valid use of teleportation to me. ;)
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Offline BobTheJanitor

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Re: Carriers out of nowhere?
« Reply #23 on: February 10, 2011, 01:01:53 pm »
Unfortunately my teleporting ships seem to be equipped with garden hoses. Their main function in fleets is to teleport to the target too quickly before anything else gets there, and then to die in droves while doing 1% damage to the target. I should probably just stop building those...

Offline Sunshine!

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Re: Carriers out of nowhere?
« Reply #24 on: February 10, 2011, 01:03:44 pm »
Sounds like they should get bonus damage against rustable armor types  :D

Offline TechSY730

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Re: Carriers out of nowhere?
« Reply #25 on: February 10, 2011, 01:16:33 pm »
Unfortunately my teleporting ships seem to be equipped with garden hoses. Their main function in fleets is to teleport to the target too quickly before anything else gets there, and then to die in droves while doing 1% damage to the target. I should probably just stop building those...

Teleporting ships definitely not a ship that work very well with "blob" fleet management. They taken special kind of micro to use well, which is inherent with the ability to teleport.

It would be nice if they could play nice with group move though, like when group moving, teleport in short spurts every second or so such that the average speed is that of the group speed. This should help people get them to targets easier, and then let them abuse their teleport near there while they have covering fire, instead of jumping there right away before their covering fire can arrive.

Offline BobTheJanitor

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Re: Carriers out of nowhere?
« Reply #26 on: February 10, 2011, 02:29:37 pm »
Teleporting ships definitely not a ship that work very well with "blob" fleet management. They taken special kind of micro to use well, which is inherent with the ability to teleport.

Ah, you've puzzled out my masterful strategies for fleet management. ;) Yeah, I know I should be better about managing ships based on what they can do instead of just 'select all, click bad guy'. I've already learned I have to do this with things like viral shredders in the mix, since they often can't attack a lot of targets that I might be likely to send my fleet at. Fortunately they often do quite well even on the attack if you just put them on FRD and let them go wild eating everything they see and spitting out baby shredders. Maybe I should experiment around with teleporting ships more. I don't like the level of micro that requires selecting or control-grouping a lot of different ship types and sending them all at each target one by one, but I'm sure there's a happy medium.

Offline TechSY730

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Re: Carriers out of nowhere?
« Reply #27 on: February 10, 2011, 02:37:46 pm »
I don't like the level of micro that requires selecting or control-grouping a lot of different ship types and sending them all at each target one by one, but I'm sure there's a happy medium.

Hence my suggestion to make teleporting ships "play nice" with group move. That seems like a happy medium.

Well, it may tricky, but if you can learn how to fully abuse a telporter's ability, they can become quite potent.

Offline Sunshine!

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Re: Carriers out of nowhere?
« Reply #28 on: February 10, 2011, 09:26:42 pm »
Set the teleporters to a different control group.  Send the fleet in, when it gets near, teleport the teleporters in.  Next target, send the fleet over, and while it's moving use the teleporters to pick off targets of opportunity.

Just think about it as being two blobs instead of one - one of which can be wherever you want whenever you want!  It's just two more buttons/clicks/some combination to that kind of freedom...

Offline BobTheJanitor

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Re: Carriers out of nowhere?
« Reply #29 on: February 10, 2011, 10:55:16 pm »
That does make sense out of it. Thanks! I'll try it.

Now I need to go spawn some scouts to go find out where those carriers that prompted the original post came from anyway...