List of micro annoyances , might need fixing

1) Colony Frigates need to be regarded as "non-combat" so that if you select all pips in a system , they wont get selected with your fleet.

2) Fighters , should be given low priority for bandboxing. the problem is that it is very hard to band box your frigs whilst your fighters are wizzing around. Often what happens is a few fighters get caught in your bandbox and they start attacking the frigs targets rather then continue chasing bombers. Lets have it like Supcom where you can bandbox engineers , but if theres a combat unit in the box , the bandbox wont box the engineers , only the combat units. Same for the fighters.

3) Shipyards should have a hold position, localarea ,gravwell selection button. All ships that come out of the shipyard will have that stance automatically assigned to it.

6,238 views 16 replies
Reply #1 Top
Fighters/bombers should be purely autonomous, and non selectable.

Agreed on colony frig

Agreed on shipyrds as well, cept 1, or 2 extra clicks if the yard is using rally points can fix that. but less clicking is a good thing.

Reply #3 Top
1) Colony Frigates need to be regarded as "non-combat" so that if you select all pips in a system , they wont get selected with your fleet.
End of quote


Also Colony Frigates need to have the default stance "hold position". Else they will try to attack enemy ships, leading to their certain destruction. Or they need to get their weapon removed (4 dps isn't useful anyway).

2) Fighters , should be given low priority for bandboxing. the problem is that it is very hard to band box your frigs whilst your fighters are wizzing around. Often what happens is a few fighters get caught in your bandbox and they start attacking the frigs targets rather then continue chasing bombers. Lets have it like Supcom where you can bandbox engineers , but if theres a combat unit in the box , the bandbox wont box the engineers , only the combat units. Same for the fighters.
End of quote


Same goes for construction ships. Construction ships and fighters/bombers also shouldn't be shown in the planetary pip when zoomed out.

3) Shipyards should have a hold position, localarea ,gravwell selection button. All ships that come out of the shipyard will have that stance automatically assigned to it.
End of quote


Also when you set your waypoint to a fleet it actually doesn't set it on the fleet but on the first ship in a fleet. If that ship gets destroyed the waypoint also gets removed, which isn't that good.

Further ships which get added per waypoint to a fleet should inherit the stance settings from the fleet, removing the need to change stances in fleets periodically.

Reply #4 Top
I agree with Major Stress, but the fighters shoud be selectable ONLY by clicking on them. What if you need to repair a single fighter squad?
Reply #5 Top
i like only being able to select my fighters by using the empire tree or by control grouping them... if only they didnt go away after death...
Reply #6 Top
Fighters/bombers should be purely autonomous, and non selectable.
End of quote


No thank you!
Reply #7 Top


Also when you set your waypoint to a fleet it actually doesn't set it on the fleet but on the first ship in a fleet. If that ship gets destroyed the waypoint also gets removed, which isn't that good.

Further ships which get added per waypoint to a fleet should inherit the stance settings from the fleet, removing the need to change stances in fleets periodically.

End of quote


I heartily agree!

Reply #8 Top
Hard to disagree with anything mentioned in the original post.

Fighter/bombers, however, should most definitely stay selectable!
Reply #9 Top
Don't care about point 3 or 1. Sometimes the only ship I've got in the sector is a colony ship, and if it isn't a combat ship there's no selecting it that way.

I kinda agree with point 2. Fighters and bombers shouldn't be drag selected unless they are the only thing in the region selected. If they're autonomous, the craft must be ordered to focus fire upon the host's target--unless it is a hanger. This way we can tell a carrier to attack something specific and still get our fighters to obey. But I want to still be able to select my fighters and bombers.
Reply #10 Top
If they're autonomous, the craft must be ordered to focus fire upon the host's target
End of quote


That still wouldn't work well, since a carrier capital can have a mix of fighters and bomber squads, and you definitely don't want both attacking the same target the vast majority of the time :P And if you're going to make separate buttons for fighters and bombers, hell, might as well just keep them selectable :P
Reply #11 Top
That's part of the point Annatar11, either make them selectable so that the person who is the strategist can control them easily enough, or automate them with ways to control them. Only carrier capitals have multiple squadrons though, so you could just have two ... one for fighters and one for bombers. :D
Reply #12 Top
making the squadrons automated entirely would probablly balance out the terribleness of Flak lol... they would all choose different targets and the focus bombing would be significantly reduced.

Not saying for or against mind you!
Reply #13 Top
Or you could just use the Ctrl group keys.
Reply #14 Top
making the squadrons automated entirely would probablly balance out the terribleness of Flak lol... they would all choose different targets and the focus bombing would be significantly reduced.

Not saying for or against mind you!
End of quote


Id rather they fix flaks , but how?!

One way I reckon is to have a special function called "guard"

When a ship is in guard mode , it is "low priority bandboxable"...as in You can bandbox 4 caps and 10 flaks in guard mode to attack a structure and the flaks WILL not be selected in the bandbox so they will STILL be guarding the caps whilst the caps engage the structures.

Tbh in Sins , 50% of the micro woes in this game can be attributed to the "accidental bandboxing" and mis-selection. It benefit this game alot to have a smart system of priority level bandboxing.



Reply #15 Top
2) Fighters , should be given low priority for bandboxing. the problem is that it is very hard to band box your frigs whilst your fighters are wizzing around. Often what happens is a few fighters get caught in your bandbox and they start attacking the frigs targets rather then continue chasing bombers. Lets have it like Supcom where you can bandbox engineers , but if theres a combat unit in the box , the bandbox wont box the engineers , only the combat units. Same for the fighters.
End of quote


Maybe they can do the Autocad thing: Bandbox from left to right and you get everything; bandbox from right to left and you only get combat units that are frigs and higher. Of course one of the controls options would be to reverse this or disable it entirely.

Further ships which get added per waypoint to a fleet should inherit the stance settings from the fleet, removing the need to change stances in fleets periodically.
End of quote


I like it!

Fighters/bombers should be purely autonomous, and non selectable.
End of quote


Ewwww!! No way!


My biggest micro-gripe is that Shift + # assigns the selected ships to that control groups. This makes it difficult (read slow) to select multiple groups or some random ships and a control group. I like to be able to type: "1 Shift + 2" to select both groups 1 and 2. In Sins those keystrokes would lead to group 1's ships being added to group 2 - which is not what I wanted at all.

I realize that many people will like the way it is now because it is quite handy for adding ships to established control groups (so disabling this feature should be optional, not the rule) but when you don't want to do this it forces you to hold Shift and CLICK on the control group to get the desired effect. Clicking is slow, particularly since you have to scroll to the top of the empire tree to get to the groups.

Maybe I'm just used to doing it the hard way in Homeworld: Select ships to add, hold Shift and press the number for the control group you want to add them to, hold Ctrl and press the number for the control group again to reassign the group to include the newly added ships. But at least with this system if I want groups 1, 3, and 9 all I have to do is press 1, hold Shift and press 3 and 9. Done. In Sins I would have to select group 1, hold shift, scroll to the top of the empire tree, click 3 (still holding shift), scroll BACK to the top of the empire tree (selecting groups or individual ships within a group often makes the empire tree snap down to the node that they are at), and click 9 (while still holding Shift).


If disabling this is already an option and I just missed it then feel free to bludgeon me with your blunt instrument of choice :p
Reply #16 Top
Mmmm good ideas. I agree with everything you say ESPECIALLY the fighters/bombers complaint/idea. I think your idea should be implemented every time this issue happens to me!