Capitol ships still over-turn

This was always a problem, but it still needs to be fixed. Cap ships will normally turn to face a target that they acquire with the side of the ship that offers the most possible firepower. However, if they acquire a target that is moving, the cap ship will continue it's original rotation until it is facing the direction that used to be optimal, before realizing that the enemy has moved, and adjusting its position again.

It seems like when you have an attack order issued, the cap ship should move to attack the enemy at wherever their current location is, not just at the location that they used to be at.

The problem with how things currently are is that when a cap ship overturns, it is not able to effectively track the enemy with its guns. This is easily recreated using a common scenario with a lone colonization cap at an asteroid: The cap immediately moves past the light frig and siege frig to the asteroid to colonize it, then starts turning to face the siege frigate that is still behind it (now on its way to bomb the asteroid). However, the siege frigate passes the cap as it's turning, and instead of stopping it's turn to follow the siege frigate, the cap simply continues turning to face nothing, and the siege frigate moves on without being harmed. By the time the cap completes it's originally planned turn and starts turning back again, the siege frigate has had an extra 10 seconds to bomb that it should not have had.

Oh, and also, the optimal firing orientation for many caps is not always found correctly. Most caps just  try to face the side with most of their guns towards the enemy, when actually they would do more damage by pointing their front corner at them so both the front facing and side facing batteries could fire. Sometimes I struggle to make my caps "move" constantly in battle, so they are able to use more of their guns at once. Why not just have the caps do this on their own?

If both of these problems were fixed, caps would be more effective.
2,320 views 5 replies
Reply #1 Top
It's not just the caps that have a problem calculating intercept courses and tracking target movement. All ships seem to be rather stupid about that. Those sent to chase also pass slower targets and become unable to fire.
Reply #2 Top
I think the problem is that programming smarter AI that can intercept and follow a target effectively will cost too much CPU power, specially if applied to multiple ships.
Reply #3 Top
I think there's no problem, and it merely is a simple way to model inertia.
Reply #4 Top
I dont buy the BS inertia argument, because they turn much farther than they would if you micromanaged them to stop turning. I can see how this would be hard to fix though, and since it's not really a "bug," but just a lack of complexity in the AI, I doubt it will be fixed.
Reply #5 Top
i have played many games that have as much AI running at the same time as Sins and dont have this problem co cpu should be able to handle it hell im using a 4000+ amd single core at 2.4 with a geforce 8400 gs and fatlaity sound card and i can max this game out. which shows just how much faster amd is anyway