Author Topic: Retard Engineers  (Read 6128 times)

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Retard Engineers
« on: June 17, 2010, 06:38:41 pm »
One of my systems was getting assaulted by a CPA and had my engineers building a MRS, when it was done I tasked them to repair the FF generator (which they did, once it reached ~7 seconds after it was last damaged, and in one they repaired it from 10% to full).

Then they decided that they'd help repair the fleet.  "No!  Come back, under the FF with you!"

They left.

Back I called them.

Gone.

Back.

Gone.

Back, this time the FF gen again.

Fully repaired, gone.

Dead.

They simply would not obey an order to SIT TIGHT.  It was like they were on permanent Free Roaming Defense.  This is not expected behavior, I wanted them out of the combat zone (that's what the MRS is for!) and they refused to do anything but go out and get hit with a flood of electric shuttles and die.

Le sigh, there went the two Mk2 Engies I captured...

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Retard Engineers
« Reply #1 on: June 17, 2010, 06:53:02 pm »
Well, as far as I know all frd does is increase the range at which they will insensately hurl themselves at something.

If you really want them to sit still, low power mode should work.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Retard Engineers
« Reply #2 on: June 17, 2010, 07:16:48 pm »
Yes, Keith is correct.  If you want them to sit still, you need to power them down or assign them to something that needs permanent assisting, like a dock with a queue or similar.  Otherwise you'd have engineers just sitting around all the time, eh?  The FRD on them just increases the range from something like 15k to the entire map.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

rubikscube

  • Guest
Re: Retard Engineers
« Reply #3 on: June 17, 2010, 09:09:58 pm »
yes, but he wants to fix his forcefield generator, can't have it on low powermode.

Perhaps a " Do this, nothing else (and perhaps warn me about it when you're done fixing whatever i wanted you to fix) and stay here and just fix this darn thing" control would be cool.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Retard Engineers
« Reply #4 on: June 18, 2010, 12:36:07 am »
yes, but he wants to fix his forcefield generator, can't have it on low powermode.

Perhaps a " Do this, nothing else (and perhaps warn me about it when you're done fixing whatever i wanted you to fix) and stay here and just fix this darn thing" control would be cool.

This.

rubikscube

  • Guest
Re: Retard Engineers
« Reply #5 on: June 18, 2010, 01:51:26 am »
I think you emphasized "stay still" too much ;D

Offline Winter Born

  • Hero Member
  • *****
  • Posts: 527
Re: Retard Engineers
« Reply #6 on: June 18, 2010, 02:42:38 am »
Was the "do not assist military" node built?

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Retard Engineers
« Reply #7 on: June 18, 2010, 03:06:07 am »
Was the "do not assist military" node built?

No.  But there are enough control nodes that I haven't learned all of them yet.  Or where the ones I use are in the panel.

rubikscube

  • Guest
Re: Retard Engineers
« Reply #8 on: June 18, 2010, 04:27:08 pm »
we want a control, not a control node, that;s like changing the options, but we only need it once so yeah

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Retard Engineers
« Reply #9 on: June 18, 2010, 04:29:51 pm »
Well, if it impacts the simulation (as opposed to just graphical rendering and whatnot), then it would have to be a node.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

rubikscube

  • Guest
Re: Retard Engineers
« Reply #10 on: June 18, 2010, 04:34:33 pm »
It doesn't impact the entire game, it's a one time deal so no control node, i can only wonder if engineers were really idle by default. (starcraft 2 much)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Retard Engineers
« Reply #11 on: June 18, 2010, 04:36:18 pm »
I don't think you understood me; if the option changes the behavior of a ship (which is part of the simulation) it needs to be a node.  We can, in theory, do it as a checkbox setting or whatnot but that takes like 5x longer to write and has a much higher chance of introducing desyncs and whatnot.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

rubikscube

  • Guest
Re: Retard Engineers
« Reply #12 on: June 18, 2010, 04:43:00 pm »
ok, then node it is, as long we get a "control" that makes the engineer concentrate on one thing only.

Offline Burnstreet

  • Full Member
  • ***
  • Posts: 129
Re: Retard Engineers
« Reply #13 on: June 23, 2010, 06:37:21 am »
If I understand the request correctly, a control node would be wrong.
I think what they want is a ship command "assist this ship and only this ship".

Offline Rustayne

  • Full Member Mark II
  • ***
  • Posts: 180
Re: Retard Engineers
« Reply #14 on: June 23, 2010, 07:01:05 am »
Wouldn't it just be easier to setup Force fields and stations to be like space docks and the like, that will allow the engineers to stay locked on it regardless it's status?  I agree that I've had this happen a few times and it makes engineers look stupid.  Lucky for me, I always research mk2's and mk3's so i just rebuild them when they get stupid and think they can fight. :)