Marauder

I just finished playing a game before, and there was one thing I noticed (a bit too late, alas), that seriously pissed me off. I'd decided attacking this Ice Planet was no longer worth it, so i ordered my troops back to my home planet. Started, y'know, playing around with the rest of my empire in the expectation that my fleet was fine, however next thing I know I get the message that my capitals ships hull is severely damaged. I look back and it turns out my capital ship is still attacking their fleet. I order it again to go to home planet, cursing my stupidity. Turns out the Marauders ability disables everything on the ships and makes it invulnerable, and CANCELS ITS ORDERS.

Now really, were the SINS universe RL, a captain wouldn't say "oh, our ship has been disabled, I guess I can ignore those high priority orders to go back home and take on this whole fleet head on in my severely damaged ship". Can we hope for a fix for this in 1.1, or are we cursed to micromanage irrelevent things for all eternity?
19,510 views 12 replies
Reply #1 Top
Yes, it certainly shouldn't cancel the orders. I assume you had the ability on autocast? If so until 1.1 you'll probably simply have to watch your Marauder to make sure it doesn't happen anymore, although it certainly should be patched.

Not sure if this affects other capital's orders since I never have my ships autocast so anytime they use an ability I'm watching them.
Reply #2 Top
You misunderstand. The marauder has what seems to be a perma-stun, and when it stuns (the invulnerability thing it conveys on enemy ships), it cancels those ships orders, hence my TEC capital ship was unable to leave the fight.
Reply #3 Top
has it happened to you more than once, if not then ive had a lot of times that i would order my guys to phasejump, if thats whats its called, and then go and attack some ship instead, so it might be a coincidence. if it happens again then theirs a problem
 :D 
Reply #4 Top
I think it's just poor/incomplete design rather than a bug.
Reply #5 Top
I don't think it's a bug as such, more incomplete design.
Reply #6 Top
Interrupt abilities canceling orders is quite intentional, AFAIK.
Reply #7 Top
Which doesn't make sense. It's fine if the ability stops them, but it shouldn't cancel orders and the stunlock of the marauder just equals loss if you get caught by it early game.

That level of micromanagement is just annoying more than anything else.
Reply #8 Top
Which doesn't make sense. It's fine if the ability stops them, but it shouldn't cancel orders and the stunlock of the marauder just equals loss if you get caught by it early game.That level of micromanagement is just annoying more than anything else.
End of quote


I agree with this. I don't see why stunning something would change it's orders. It's not like you mind wiped the captain or anything :P


Reply #9 Top
I agree that if this is intentional it should be reconsidered. It adds nothing to the game but an extra layer of annoyance.
Reply #10 Top
agreed... it seems like a decision designed to INCREASE micromanagement, where the mantra of this game is to reduce it.


So what about subverters... which are capable of quickstunning enemy units en masse. Does this mean it's virtually impossible to manage your fleet if the enemy has large numbers of subverters?

can somebody verify this? It seem very bogus.
Reply #11 Top
I would figure that subverters wouldn't affect you as much since as long as auto attack is on they will still respond once the effect wears off.
Reply #12 Top
unless you're trying to retreat...