Radio chatter on the highway



Trader1: Learn to fly idiot
Trader2: zzzorry man... itzz will zznot happen again... hick.. *while he drinks the last of his sin beer*
Trader3: For sins sake MOOOOOVE ALREADY
Trader4: My god in sins, plz let me come first this time...
Trader23: Last delivery for me tonight, then im heading home to my little misses.. ill be a sinner i can guarantee you that
Trader44: SHUT UP Trader23 JUST MOOOOVE...

35,159 views 23 replies
Reply #1 Top
Wow, that looks even worse than *my* traffic congestion.
Reply #2 Top
lmao! guess we'll have to make a traffic cop ship!
Reply #3 Top
hehe yeah actualy i dont even mind its like that, looks busy and funny
Reply #4 Top
Got a bit of a clog there...

Here ya go...

Reply #5 Top
ROFL Kosc!
Reply #6 Top
On a bit more serious note, the pathfinding AI really needs some improvements.

Ships often bump into resource asteroids, planets, capital ships, etc. when you give them some new move orders midway in a fight.

If a ship is moving and you give it new move orders, it will slow down almost to a stop, turn and then accelerate again. This is quite bad if you're just fleeing from an enemy since he then certainly will be able to catch up.

Bombers and fighters are especially bad in that, since they're very fast. But when they're following/hunting an enemy they never really catch up but trail away behind it.
Reply #7 Top
Question: How many trade centers did you have to *build* to get that kind of buildup?
Reply #8 Top
6 on one planet and on another 4 i think
Reply #9 Top
Correct answer is zero, as they look to be mostly refinery ships...
Reply #10 Top


Correct answer is zero, as they look to be mostly refinery ships...



Not zero, there is one trade ship in there.
Reply #11 Top
ooh trade stations (i just woke up) well then i have 2 of them
Reply #12 Top

6 on one planet and on another 4 i think


Why so many around 1 planet?

Surely it's better to spread them out across multiple planets, as you gain a bonus the further away they have to travel. Not to mention to avoid the traffic jam.
Reply #13 Top
Meh... I missed the one...
Reply #14 Top
trade ships don't trade with trade stations in the same system.
Reply #15 Top
Yeah, it is irritating that strike craft and frigates can't plot an intercept course when approaching at an oblique angle. Instead, they will move to where the target ship was and then chase after it.
Reply #16 Top
but all you see are resource traders. So it doesnt matter where they are put, as they dont gain more or less from traveling longer or smaller
Reply #17 Top
well the pirates have their priorities messed up.

instead of trying to knockout the defenses the cutthroat heads straight for the trade ships. giving my 16 bombers a chance to kill their 17 cutthroats.
Reply #18 Top
well the pirates have their priorities messed up.


Ironically, thats the way a lot of people wanted it -- target the trade ships that are a pirates natural prey, not the hard defenses of the planet

Edit: Personally, I think they should incorporate a number of "flak frigate" type designs in with the pirates -- that way they can skulk around the edge of a system and force you to send in an actual fleet to deal with 'em.
Reply #19 Top
"flak frigate"


they already have them don't remember which one.
Reply #20 Top

they already have them don't remember which one.


Well, they need to bring more of them -- they aren't really holding fighters off very well.
Reply #21 Top
I had a Dreadnought get caught against a light frigate while trying to form up for a phase jump. Luckily there movement wasn't vital time wise (clean up operations of AI's resource asteroid) but when I noticed that I didn't own a new planet I realized my fleet was stuck. Annoying, but I can live with annoying.
Reply #22 Top

but all you see are resource traders. So it doesnt matter where they are put, as they dont gain more or less from traveling longer or smaller


There's a finite number of ships that can utilize the resource harvesters at any given moment, you are still limiting your self by causing "road blocks".

It's kinda like the old WC3 gold mining, optimal number of workers was around 5-6 if the HQ was right next to the mine, any more and they got stuck waiting outside the mine to pick up gold and you essentially wasted a worker.

It's a similar principle with the sins harvesters.
Reply #23 Top
In my case its abit different.
i had about as many mines as i had miners, and because of the distance they have to travel they wouldnt goto waste.

The image is abit tricky as all of them were built more or less at the same time, and they all had to travel true the only phase lane that connected 2 clusters of planets in my solar system.