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Let's chase the colony ship! (Extreme AI behavior).

Let's chase the colony ship! (Extreme AI behavior).

So I jump in my flag ship and a group of frigate to an unoccupied planet. There are a relative big group of pirate there and we engaged each others. About mid way through the battle I jumped a colony ship in from the other side. As soon as the colony ship jump in, all the pirate ships, and I mean the entire fleet disengaged my main fleet and rushed toward the colony ship.


It's cool that the AI has some target priority and chase after the colony ship, but having the entire fleet just turn their back off a wall of fire is kinda extreme. It's an exploit to a sense because my fleet got in many free shots, and then I can move the colony ship around a bit before it got destroyed, the pirate fleet chased it around like kids chasing after Santa dispite my fleet was chasing after them with gun blazing.


16,094 views 32 replies
Reply #26 Top
I like the 1 time use colony ship idea, and the colony ship cant jump into a known hostile system idea. If jumping into an unknown system you could just make the ship auto return to the nearest safe system.

Also limit the number of colony ships that can be on the map at one time. You can make it use a larger amount of ship slots to simulate being a huge population transport ship (scale the ships size up to reflect this too). Make them a little more expensive to build.

Remove the Akkans colonization ability, or make a research for the ship to be able to use it. Price it based on how late in the game you think it should be used.
Reply #27 Top
I agree with eetmorsqrls (that's an awesome name btw). Just make the pirates control the planet to begin with. It would have an infrastructure - though much smaller than is normal for player controlled planets - that you have to bomb before you can colonize it.

Shouldn't be too much of a problem since the siege frig in on the first tier of research anyway.
Reply #28 Top

I like the 1 time use colony ship idea, and the colony ship cant jump into a known hostile system idea. If jumping into an unknown system you could just make the ship auto return to the nearest safe system.

Also limit the number of colony ships that can be on the map at one time. You can make it use a larger amount of ship slots to simulate being a huge population transport ship (scale the ships size up to reflect this too). Make them a little more expensive to build.

Remove the Akkans colonization ability, or make a research for the ship to be able to use it. Price it based on how late in the game you think it should be used.



I agree with eetmorsqrls (that's an awesome name btw). Just make the pirates control the planet to begin with. It would have an infrastructure - though much smaller than is normal for player controlled planets - that you have to bomb before you can colonize it.

Shouldn't be too much of a problem since the siege frig in on the first tier of research anyway.



I like both Major Stress and WedgeHG's ideas.
Reply #29 Top
How about making it so that colonies start like modules. They have like no health that way even if you set it up the enemy can just take a quick shoot and down it goes. But then they slowly repair up to full health much like they do after an attack anyway. Because it doesn't make sense the colony would just be prebuilt all of a sudden with 1200 health. And since only Capital ships and Siege ships seem to be able to hurt them they are a bit harder to kill then ships or at least take longer.
Reply #30 Top

I agree with eetmorsqrls (that's an awesome name btw). Just make the pirates control the planet to begin with. It would have an infrastructure - though much smaller than is normal for player controlled planets - that you have to bomb before you can colonize it.

Shouldn't be too much of a problem since the siege frig in on the first tier of research anyway.



Even with the siege frigate at the bottom tier of tech, I still don't like that idea, if only because the siege frigate does cost research.
Reply #31 Top
you should have waited two more days pyro, then I could have said it was a whole month after the thread died for a response.s
Reply #32 Top

you should have waited two more days pyro, then I could have said it was a whole month after the thread died for a response.s


Gah, I thought necromancy was supposed to be my area of expertise?