Preferred targets: this was a good inclusion. This could be even better with some added TLC. Wishlist includes things like being able to have a list of priorities, have priority templates you can assign, be able to set the priority without actually targeting the bad guy...
But I don't really care about all that; this is fundamentally a macro game, not a micro game. Completely ignoring that I just said that however, I'm curious about when priority comes into play.
a) When selecting a new target, if a priority target is in your immediate range, it will be selected.
b) Whenever you come in immediate range of a priority target, you switch your target from whatever it was to the priority.
c) (undoubtedly this one) Something more intricate and involved.
Here's my main issue: say I want to do a "fly-by" on a target. I right click it to make it preferred, and then I pilot my ship past the target in such a way that it I am in range and have time to shoot. Invariably, my ship continues blasting backwards at whatever peon is chasing him instead. I realize I could get around this by right click attacking at the appropriate time, but that's often not as tactically sound as the fly-by, and if I'm not careful will leave my ship sitting there for target practice.
Is there any way to accomplish what I want within the current system? This doesn't come up often enough to warrant much attention, but this is maybe the ninth or tenth time I've run into it so I figured I'd write and see what anyone has to say.
On a completely unrelated note, if it's a quick answer, how does "gun loading time" work? It seems like sometimes your ships will fire ASAP and then wait out their reload timer; sometimes there's a very tiny delay (e.g. during wormhole egress), but most crucially, it seems like sometimes you will wait for the length of the reload time BEFORE firing the first shot, most notably when transports are involved in some way. Am I imagining that, or is that a tweak to disallow cheesy transport firing tricks?
Oh what the hell, I actually have a couple more related questions. When popping in and out of transports (trying to pull cheesy transport firing tricks
), it seemed like some of my guys were flat out disappearing each time. Do your units take some kind of attrition for entering a transport in hostile space, or was it delayed gunfire that hit logically but not visually?
And finally, if someone fires, you move out of range and/or cloak, does the shot hit?
Thank you thank you. I've asked enough damned questions on this forum to fill up my own FAQ.