Issues with Phase disruption and Phase jumping

Hi all,

I got in the beta yesterday and played my first two games.
I followed the development of the beta thanks to the forum for the last few days and I'd like to point out two issues I don't remember seeing here. Of course, these are not my only remarks regarding the game but I'm trying to stick to technical issues.

1. Regarding performance, the game performs pretty well on my not-so-new rig (A64 3800+, 2GB DDR400, Radeon X850XT PE). I noticed that the main frame-killer on my system -- except for very large battles watched from close-up -- is the Phase Jump animation when you have quite a few ships (~20) jumping simultaneously.
It's not only the preliminary animation but the transit animation as well. I think quite a few GPU cycles could be saved if this effect could be applied to a group of cycles or maybe the entire fleet instead of each individual ship.
I realize it's no big deal but, it's still a source of annoyance for me since it's more or less the only source of FPS drops.

2. I saw some very weird things happen after building Phase jump disruptors. For one, enemy IAs kept sending trade ships through that got hopelessly trapped in my system. At one point, I think there was like 20 or 30 ships piled up on the edge of my gravity well.
Unfortunately, the same happened with a combat fleet. I suppose this fleet intended to attack a distant system travelling through mine but the AI was not able to re-plan when the fleet got stuck in my system. Instead of attacking my planet, or at least the phase disruptor to break free, the ships just floated around aimlessly and the fleet just scattered very far out of the gravity well (mostly above and underneath).
Note that I had absolutely no defence in that system at that time. When I finally brought a combat fleet from another system and wanted to target these runaway ships, I noticed that my ships seemed to have a hard time computing a path to their target. In the end, there was some ships that I just could not destroy because they wandered to far from the gravity well, and I had a hard time to regroup my own fleet (it seemed like some units lost their move order periodically).
In short, I think the AI does not respond well to phase disruption interrupting a trip to another system.
I made some screenshots but I'm unable to post them at the moment. Will post them later.

Sorry if these issues have already been mentioned before.
5,392 views 6 replies
Reply #1 Top
I think this is an issue they might be aware of...just not entirely sure the full extent of the issue, and every report of strange behavior helps paint a full picture.

I still have a mostly complete phase inhibitor acting like a fully complete one, not allowing my ships to escape and making it so the enemy is stuck in my system. It also sucks to have a bunch of your ships trapped by your allies phase inhibitor-especially since they can't just destroy it to leave the system without angering your ally.
Reply #2 Top
Actually, a completely unbuilt phase inhibitor acts as a fully complete one, same with planetary shield generators.
Reply #3 Top
Here are the pictures:









What a mess.
Reply #4 Top
Wow! All those ships look like they are lost in space and want to phone home.

I have not seen such chaos in any of my games. But I tend to play with far few ships and the AI is simply not a challenge to my defensive practices.
Reply #5 Top
Notice the stranded purple carrier at the very bottom
I should try to drop the "spam scout frigates" strategy and work out a more elegant and cost efficient one. So far, I barely used any static defenses.
Reply #6 Top
This problem already been "reported" on this page. (the first picture) WWW Link