Author Topic: Translocators and Forcefields  (Read 1205 times)

Offline Minty

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Translocators and Forcefields
« on: January 13, 2010, 07:09:24 am »
I have absolutely NO idea if this is as intended or not, but here goes..

AI translocators, if there are no other player mobile units in-sector, will attack forcefields, translocating them to the far corners of the map. This, as you can imagine, strikes me as a tad unbalanced..

A single translocator can effectively nullify a MKIII forcefield in this way, opening up the command centre, turret-ball, or whatever else you have lurking under it to attack, often leading to the loss of a sector or capturable.


Offline eRe4s3r

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Re: Translocators and Forcefields
« Reply #1 on: January 13, 2010, 07:53:58 am »
I think what you really suggest is implementing an "Anti-Teleport Field Turret and Anti-Teleport Turret" ;)

Yes they can do that and i was surprised as well! But you can simply build a mobile something and they'll play with that instead, but speaking of that.. in my current game i have core translocators.. you can imagine the rest ;p
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Offline Minty

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Re: Translocators and Forcefields
« Reply #2 on: January 13, 2010, 11:48:47 am »
*Chuckles*

Aye, I've taken to stationing a group of ten fighters on all my border-systems on "Forcefield-theft" decoy duty, within range of a turret-ball, to kill the annoying-blighters.

But then, it's my own silly fault for wanting to try out the "Expreimentalist" AI. I can only *imagine* the pain and extended frustration that Core Translocators cause.. :(

Offline RCIX

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Re: Translocators and Forcefields
« Reply #3 on: January 14, 2010, 12:47:12 am »
And if you get a couple MkIII Decoy Drones? Have fun destroying them!
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