Ships getting stuck

I know that this is probably due to the unfinished patching in beta 3, but really had a few annoying run ins about that in a MP Game against Multianna.

Ships should really look a bit beforehand where they are going!
First i had a construction frig stuck in an asteorid after finishing the construction.
Didn´t notice until about 5 minutes later why nothing was getting done.
Had to scrap it and wait for it to rebuild to free it. (does scraping Levs gives money btw? )

Second incident lost me my capship, in our first larger fleetbattle. i managed to take out their sova with my two caps, my kol was still untouched my own sova had about 150 shields left, there were about 10-15 frigates on each side left.
But although as soon as his cap was destroyed i wanted to run, i didn´t get away because my sova ALSO ran head first into an asteorid and i didn´t even get it from that spot until it was destroyed (RIP lvl6 capship advatage)

Even later in the same game a Kol managed to lodge itself INTO a repairstation.
At first i thought it looked kinda cool, as it really looked as it was repaired at the station (with the current rage the station really needs to send out some drones or something like the hoshicruiser)
But then i found out that it coudn´t fly backwards.
It tried turning and i was actually expecting to see fly sparks and hear screeching noises so slowly it was.
5 minutes later it was finally turned about 90° and was able to fly out :/

Also while traversing the sun gravwell, all ships always fly directly towards the sun (geting incredibly slow) before looking a for a way around. I mean you really can´t miss that GIANT huge shining thing in your path can you?

While these things are not really gamebreaking, for me such an event can really make the thing totally frustrating.
I didn´t mind that i lost in the end, it was a great game and much fun, hated the layout though ^^, but these incidents really got on my nerve!
8,654 views 43 replies
Reply #1 Top
hey, it was a GG

I think it only happend 1 or 2 times for me in beta 3 v0.83.030 that ships get stuck in 20++ games. But ive heard players say it often though.

(does scraping Levs gives money btw? )
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nope, as they are getting auto build for free.

But although as soon as his cap was destroyed i wanted to run, i didn´t get away because my sova ALSO ran head first into an asteorid and i didn´t even get it from that spot until it was destroyed (RIP lvl6 capship advatage)
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Actually i followed your sova almost the hole time and before it was near the asteroid it was near the 2000hp on the hull, so it would have been dead anyways.

Even later in the same game a Kol managed to lodge itself INTO a repairstation.
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When you told me your KOL was stuck i looked at it right away, cause i had probes on your planets i could see it, and i saw it, it wasnt anywhere near the repair station

But ill take a look at the replay

While these things are not really gamebreaking, for me such an event can really make the thing totally frustrating.
I didn´t mind that i lost in the end, it was a great game and much fun, hated the layout though ^^, but these incidents really got on my nerve!
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We can only hope we get all those annoying bugs before release
Reply #2 Top
But although as soon as his cap was destroyed i wanted to run, i didn´t get away because my sova ALSO ran head first into an asteorid and i didn´t even get it from that spot until it was destroyed (RIP lvl6 capship advatage)
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Actually i followed your sova almost the hole time and before it was near the asteroid it was near the 2000hp on the hull, so it would have been dead anyways.
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Just saw the replay and as the sova was near the asteroid it had less then 700hp left, so it would have been dead anyways. But with saying that i agree the pathfinding still needs some work
Reply #3 Top
I agree in general I feel that when playing Sins , your fighing against the cumbersome controls and ship movement + command lag , as much as the enemy. Really the only gripe with Sins atm is the ship movement which is poor compared to homeworld
Reply #4 Top
 
when playing Sins , your fighing against the cumbersome controls and ship movement
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What do you feel is cumbersome about it?
Reply #5 Top
the controls are amazingly streamlined, however I think almost everyone can agree that pathfinding is less than adequate.
Reply #6 Top
 
when playing Sins , your fighing against the cumbersome controls and ship movement


What do you feel is cumbersome about it?
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In a nutshell , its having the command lag and trying to get all your ships onto hold pos as they come out of the shipyards. Takes me 6 seconds to get it done because its 2 seconds of command lag inbetween each option.

If you could somehow set the shipyard to hold pos so anything it builds holds pos , that will remedy it. Or even set a planet to hold pos

And also make each attack stance a diferent button , not a list in one button


Command lag is the worse thing. It makes ship micro unenjoyable.
Reply #7 Top
however I think almost everyone can agree that pathfinding is less than adequate.
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Agreed! Start with the (horrible) calculations it uses (ships will try to ram planets or buildings or other ships in trying to cross the grav well, not taking their positions into consideration, and they always turn by accelerating forward, right into the enemy's guns...), to the fact that fleets always take the "fleet center" as a position for everything... including jump sequences even if the fleet is set to jump separately. Really annoying in a retreat.



And also make each attack stance a diferent button , not a list in one button
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What? You want to go back from one of the most inovative improvements in a long time? Well, you got your wish the devs are moving -- or, we hope, copying -- the movement / engagement controls to a new control panel button.

And why are you setting your ships to "hold position" as they get out of the shipyard? At worst, you should only have to do that once in a while by taking the whole group and doing it there.

But the command lag is horrible and nasty!
Reply #8 Top
But the command lag is horrible and nasty!
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hear hear!
thats why I protest multi leading any games.
And why are you setting your ships to "hold position" as they get out of the shipyard
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uh, because its the best stance?
What? You want to go back from one of the most inovative improvements in a long time?
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no never!
boo hiss!
Agreed! Start with the (horrible) calculations it uses (ships will try to ram planets or buildings or other ships in trying to cross the grav well, not taking their positions into consideration, and they always turn by accelerating forward, right into the enemy's guns...), to the fact that fleets always take the "fleet center" as a position for everything... including jump sequences even if the fleet is set to jump separately. Really annoying in a retreat.
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they should go with some simple calculus for getting the ships to run tangent lines to the planets, something they should apply to all objects

it should be as simple as turning any GW into a coordinate plane and setting the ships to run a tangent line to any objects they might pass by, just a couple small calculus derivations. although granted I wouldnt know how to efficiently do this in 3-D... and the cartesian plane idea may not function so well within the game either... but still SOMETHING has to be done.
Reply #9 Top
Comand lag is at least sevon seconds for me

got DSL, and a four year old com.
(1.5 ram, and Pentium 4)

Reply #10 Top

uh, because its the best stance?
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How so?

although granted I wouldnt know how to efficiently do this in 3-D...
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Should be a simple as giving ships a Z axis displacement on that base course -- just do the same thing, then adjust for any needed Z axis using the existing formation controls.
Reply #11 Top

uh, because its the best stance?


How so?


although granted I wouldnt know how to efficiently do this in 3-D...


Should be a simple as giving ships a Z axis displacement on that base course -- just do the same thing, then adjust for any needed Z axis using the existing formation controls.
End of quote


Its the best stance because it stops cobalts wandering into guasses , it stops a fleet spreading into a nice long trickle that flys to its own slaughter , it stops scouts and colony frigates engaging stuff , it stops ships breaking formation just to chase a scout . Most importantly its the only way to keep a fleet formation that you spent ages assembling , together.

Also I think acceptable command lag should be equal to your ping or .500 seconds at the very most. The 2-3 seconds is really difficult to put up with.
Reply #12 Top
How so?
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allows the most intense micro, keeps your units from kamikazying.
Should be a simple as giving ships a Z axis displacement on that base course -- just do the same thing, then adjust for any needed Z axis using the existing formation controls.
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the result would be cylindrical though, not circular

unless you want to start 3-D calc, but that can start to get messy with multiple calculations going at once...
Its the best stance because it stops cobalts wandering into guasses , it stops a fleet spreading into a nice long trickle that flys to its own slaughter , it stops scouts and colony frigates engaging stuff , it stops ships breaking formation just to chase a scout . Most importantly its the only way to keep a fleet formation that you spent ages assembling , together.
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what he said.
Also I think acceptable command lag should be equal to your ping or .500 seconds at the very most. The 2-3 seconds is really difficult to put up with.
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whats great about America is that we have AMAZING internet (excluding you know, the bread basket) so generally games run smoothly with an American host.
Reply #13 Top

Its the best stance because it stops cobalts wandering into guasses , it stops a fleet spreading into a nice long trickle that flys to its own slaughter , it stops scouts and colony frigates engaging stuff , it stops ships breaking formation just to chase a scout . Most importantly its the only way to keep a fleet formation that you spent ages assembling , together.
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./cough, and defensively it screws up your entire fleet, preventing them from running out to deal with any trouble.

Oh, and what formations are you wasting "ages" to assemble? The ships break into a decent enough formation with a move order!
Reply #14 Top
But the command lag is horrible and nasty!

hear hear!
thats why I protest multi leading any games.
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then i wonder why im so popular with the hosting then?


whats great about America is that we have AMAZING internet (excluding you know, the bread basket) so generally games run smoothly with an American host.
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LOL are you going to be this kind of "America is the best screw the rest" kind of person now?
Sure america has some good internet connections, but it aint the best by far.

I can host to most in the US without problems, ive tested this alot with lordkosc, eet and and marcus plus others on ICO without problems.
Reply #15 Top
I assume you guys are getting command lag in the multiplayer games?  (I haven't witnessed it myself.)
Reply #16 Top
most of the time i get no lag at all, but some times i see a command lag of 1-2seconds.
But when its really bad ive seen it got between 7-9seconds
Reply #17 Top
I assume you guys are getting command lag in the multiplayer games?  (I haven't witnessed it myself.)
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Yea , offline im actually very comfortable with the ship movement. The clumsiness of caps is realistic and theres some challenging gameplay-isms to adapt to it.

Online is the problem



Reply #18 Top
then i wonder why im so popular with the hosting then?
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Seconded, I never get command lag with Multi hosting, and he's across the little lake we call the Atlantic
Reply #19 Top
then i wonder why im so popular with the hosting then?
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Seconded, I never get command lag with Multi hosting, and he's across the little lake we call the Atlantic

Then again, I can't really remember experiencing heavy command lag at all, usually it's just pauses from individual people lagging.

Edit: Sorry for the double post, forum goofed up somehow
Reply #20 Top
cough, and defensively it screws up your entire fleet, preventing them from running out to deal with any trouble
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*shrug* guess its for those who need the handicap
then i wonder why im so popular with the hosting then?
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men have sex with goats if its the only female in range... get my point?

you're one of a few people with a pseudo-stable hosting ability, and besides you work well for the europeans.
LOL are you going to be this kind of "America is the best screw the rest" kind of person now?
Sure america has some good internet connections, but it aint the best by far.
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LOL multi! where have you been!

1) I've been that arrogant proamerican bastard for a while now
2) we invented the internet, our military uses it, we have people designing new internets every few minutes
of course we have better connections, its also why we have XHD cable companies based here.
I assume you guys are getting command lag in the multiplayer games?  (I haven't witnessed it myself.)
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yeah, thats it.

play with someone from the far side of the globe if you want to see it
most of the time i get no lag at all, but some times i see a command lag of 1-2seconds.
But when its really bad ive seen it got between 7-9seconds
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its mostly because you host multi, however its SERIOUSLY bad for everyone else.
Seconded, I never get command lag with Multi hosting
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anne you were bitching about it during that 4v4...
Reply #21 Top
anne you were bitching about it during that 4v4...
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That wasn't command lag, that was a player constantly lagging and giving everyone long pauses.
Reply #22 Top
that was command lag, yes thrawn also lagged, but what was causing there to be 5 second gaps between commands was the command lag.
Reply #23 Top
Well, I didn't have 5 second gaps (or any gaps) between commands. Only the long pauses from player lag. Soo...
Reply #24 Top
of course, thats why your fleet split up a into pieces, you sent your ships back and forth to a planets a zillion times etc. irrelevant lag.
Reply #25 Top
Do you always exaggerate everything a hundred fold? I gave one two waypoints to my fleet to go through the enemy planet, what probably happened is I depressed shift before the second click so that it registered as a regular move and plotted a different course for the ships that didn't already start the jump.

Either way, wasn't lag.