Author Topic: Melee units sight range  (Read 811 times)

Offline Kjara

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Melee units sight range
« on: October 05, 2009, 04:46:37 am »
I'm going to post this here even though I know I saw some discussion about this somewhere but for the life of me can't find where.  Its rather odd that when I enter a planet, all of the vampires from the entire planet stream at me(while everything else stays at its guard posts).  I'm assuming that if these are given a more reasonable sight range(10-15k?) that will fix this problem.

Offline Fiskbit

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Re: Melee units sight range
« Reply #1 on: October 05, 2009, 04:54:50 am »
That would be here: http://arcengames.com/forums/index.php/topic,1575.0.html

I hadn't noticed this problem, but it's no good for melee ships to basically be in FRD mode for some unknown range (which is apparently infinite, according to what you're saying). I'll look into this more when I'm less tired and will merge this with the other thread later, giving you a chance to see it (so it doesn't disappear, too ;)).
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Offline x4000

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Re: Melee units sight range
« Reply #2 on: October 07, 2009, 09:21:37 am »
This is true for both melee ships and starships on enemy planets, and was originally by design.  These ships are using what I call "planetary roamer" mode (an internal AI-only flag), which far predates Free Roaming Defender mode.  This was a decision made way back in alpha, and I'm all right with revisiting it, but a big part of me still really likes that these ships do not guard individual posts, but rather entire planets.  Brings a bit of a different feel to the melee units.
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Offline Kjara

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Re: Melee units sight range
« Reply #3 on: October 07, 2009, 11:26:19 am »
It does give them a different feel, but when about 20 tier II or III vampires stream at me one at a time, it means that they wander into my ball o' doom that just went through and cleared the wormhole alone and die before doing any damage :).