keeping orders after 'disruption' abilities

I was retreating from a losing fight against a vasari opponent and he kept phasing out my capital ship. it was not a huge problem per se, but every time it came back online, it had forgotten the original retreat order (not the fleet menu retreat, but a regular order to my neighboring planet) and auto attacked the enemy.

I think it's been discussed before, I just want to point out that it's still here and I don't like it. if I give a crucial order such as retreat, I want it in place no matter how many times the enemy interferes with my ship. otherwise, it limits my ability to focus on other tasks.

3,521 views 16 replies
Reply #1 Top

The opposite thing happens when the Advent Battlecruiser uses to "convert frigate" ability. The target ship is mine, but still resumes it's previous orders. It also retains it's status as member of a fleet, so my other ships who aren't in a fleet join. Really annoying!

What bugs me even more is the fact, that converting a Vasari colonizing frigate doesn't give me the ability to build a Vasari starbase.

@Devs: Please allign the reseting thingy consistently. Converting a ship should reset every move order/formation behaviour/ability like the ship was brand new. Abilities that are used on a ship should not distrubt anything after the effect wears off.

:-)

Reply #2 Top

Oh, and most importantly: converting a TEC or Vasari Starbase builder should give Advents the ability to build a TEC or Vasari starbase :-D

Maybe with all upgrades the other player has allready purchased, or at least the standard upgrades available.

Reply #3 Top

it limits my ability to focus on other tasks.
End of quote

That's the entire point. Stuns allow a player who is paying attention to snare a retreating capship from someone who isn't. They also allow a player who's paying attention to halt some of the more powerful abilities - Marza fleet nuke, Egg planet suck, and taunt+malice+retaliation. Also take note that the stun abilities are placed on the "weaker" capships (Akkan, Pepper, Marauder) to help balance them out.

It's not a bug, it's a deliberate gameplay mechanic. Regardless of if it is overpowered/underpowered/cheap/not cheap, if you want this changed, IC is going to need much more justification than saying it's annoying.

Reply #4 Top

One of the biggest aspects of this game is reducing the effect micromanaging has on battles.  Making someone babysit a retreating ship is completely against that focus, and I doubt its intentional.

Reply #5 Top

Quoting jjandrah, reply 3

quoting postit limits my ability to focus on other tasks.
That's the entire point. Stuns allow a player who is paying attention to snare a retreating capship from someone who isn't. They also allow a player who's paying attention to halt some of the more powerful abilities - Marza fleet nuke, Egg planet suck, and taunt+malice+retaliation. Also take note that the stun abilities are placed on the "weaker" capships (Akkan, Pepper, Marauder) to help balance them out.

It's not a bug, it's a deliberate gameplay mechanic. Regardless of if it is overpowered/underpowered/cheap/not cheap, if you want this changed, IC is going to need much more justification than saying it's annoying.
End of jjandrah's quote

first off I think you are confusing two issues. the breaking of channeling spells like the missile barrage is sth different from breaking or deleting previous orders. otherwise those abillties would be just too strong. an uninteruptable barrage sounds quite dreadful indeed.

secondly, I think that with the way micro is purposefully not emphasised in this game, I find it hard to believe that these set of abilities are designed so that a placer has to play close attention. and really, imo it should not be. we are talking about strategy here and I don't see any gameplay value in having to babysit my retreating ship and making sure every time someones else uses a disruptive abiltiy, I have to repeat my order. that's not interesting, that's not even a decision, that's just useless work, because I've already decided to retreat. I think the abilities are good enough even with the benefit of forcing the enemy into more micro. with ion bolt or the disruptor you can delay a retreating enemy for quite long, especially in combination with a pji.

so, if it is deliberate game design: what then is the value of forcing me to continually observe and make sure that the orders I have given are really executed? the situation won't turn to the better for me, if anything it will become more dire the longer the retreat is delayed, so if I were to judge again, I'd still retreat.

Reply #6 Top

What bugs me even more is the fact, that converting a Vasari colonizing frigate doesn't give me the ability to build a Vasari starbase.
End of quote

And...

Oh, and most importantly: converting a TEC or Vasari Starbase builder should give Advents the ability to build a TEC or Vasari starbase
End of quote

Ridiculous.  You have to do 2 tiers of research on the  Vasari tech tree and 3 tiers of research on the TEC tree in order to build either of those units.  How are you going to pull that off as Advent?  Now, if you captured an Advent builder, and you've done the research as Advent - sure, you should be able to use it.  So go do a test and make sure that you can (post results here).  Otherwise....

Reply #7 Top

Ridiculous. You have to do 2 tiers of research on the Vasari tech tree and 3 tiers of research on the TEC tree in order to build either of those units. How are you going to pull that off as Advent? Now, if you captured an Advent builder, and you've done the research as Advent - sure, you should be able to use it. So go do a test and make sure that you can (post results here). Otherwise....
End of quote

I meant, that when I (Advent) capture a TEC starbase constructor or a Vasari migrator (which as allready attained the starbase construction ability because the previous owner has researched it) it would be nice if I could buil those starbases. I have no idea if the current tier-game-mechanics would support that. It's just a thought/wish ; - D

With the Vasari migrator I tested this: the AI had definitely researched starbases and I as well. But the ability wasn't there when I converted a migrator :-(

In Starcraft capturing an enemy builder unit gave you access the enemy structure/tech tree, right? In some of the Command&Conquer games as well :-)

What I think ridiculous is the fact that converted ordinary frigates retain all kinds of stuff that you don't want as the new owner (movement orders, activated abilities, fleet assignements etc.) but such a cool and funny thing like converting an enemy starbase constructor is no use at all :-(

In  this particular case I understand that probably the developers don't want Advent to have such an unfair advantage, that's OK. But then why are the other annoying things concerning converted frigates still happening?

Reply #8 Top

And @jjandrah

Thanks for explaining :-)

Reply #9 Top

I was retreating from a losing fight against a vasari opponent and he kept phasing out my capital ship. it was not a huge problem per se, but every time it came back online, it had forgotten the original retreat order (not the fleet menu retreat, but a regular order to my neighboring planet) and auto attacked the enemy.

I think it's been discussed before, I just want to point out that it's still here and I don't like it. if I give a crucial order such as retreat, I want it in place no matter how many times the enemy interferes with my ship. otherwise, it limits my ability to focus on other tasks.
End of quote

I don't think it's universal. I have seen my capitals keep their orders when being zapped by the Akkan's Ion Bolts. I'd give a retreat (jump back to my planet) order, and each time it was zapped it would resume that action after the effect wore off.

I do remember Phase Out Hull breaking orders completely, but that's probably because it's a phase out effect?

Reply #10 Top

Quoting Annatar11, reply 9

quoting postI was retreating from a losing fight against a vasari opponent and he kept phasing out my capital ship. it was not a huge problem per se, but every time it came back online, it had forgotten the original retreat order (not the fleet menu retreat, but a regular order to my neighboring planet) and auto attacked the enemy.

I think it's been discussed before, I just want to point out that it's still here and I don't like it. if I give a crucial order such as retreat, I want it in place no matter how many times the enemy interferes with my ship. otherwise, it limits my ability to focus on other tasks.

I don't think it's universal. I have seen my capitals keep their orders when being zapped by the Akkan's Ion Bolts. I'd give a retreat (jump back to my planet) order, and each time it was zapped it would resume that action after the effect wore off.

I do remember Phase Out Hull breaking orders completely, but that's probably because it's a phase out effect?
End of Annatar11's quote

I can't tell for sure, because I haven't got ion bolted so much recently, at least not during special orders with me paying attention. I do believe it was a problem in previous builds, so seeing it in phase out hull I assumed it would be so with comparable abilities as well.

if it's just phase out that breaks orders ... well, I'd almost accept it, because after all you cannot attack the ship during the effect, so the order delete would be kind of an effect to the whole thing.

Reply #11 Top

There's also Riverie, but I haven't been hit with that one for a long time so I can't remember..

I wasn't trying to justify Phase Out breaking orders, per se, just guessing as to why it does when Ion Bolt doesn't.

Reply #12 Top

Quoting Shadowhal, reply 5
what then is the value of forcing me to continually observe and make sure that the orders I have given are really executed?
End of Shadowhal's quote

I still argue that it's to give an advantage to players who can pay close attention to a battle. Yes, a large point of the game is to allow a player who doesn't micro to do fairly well, but allowing skill in micro to give an advantage adds depth.

Resetting orders isn't the only advantage micro gives. Considering the consequences of well-done micro of other game abilities, I think it's on par:

  • Properly executed stun snare -> lose your capital ship
  • Properly executed double missile barrage -> lose all your frigates and cruisers
  • Properly executed taunt+vengeance -> lose frigates, maybe cruisers
  • Properly executed cleansing brilliance+malice -> lose frigates, maybe cruisers
  • Properly executed marauder skip front lines + generate phase lane -> instant enemy fleet to unguarded backwater colony
  • Properly executed double Pepper Panic -> nearly lose any colony
  • Properly executed kol finest hour + dunnov flux field -> lose all fighters, nigh-invincible enemy cap, and enemy fleet support ships repair free

 

Reply #13 Top

I still argue that it's to give an advantage to players who can pay close attention to a battle. Yes, a large point of the game is to allow a player who doesn't micro to do fairly well, but allowing skill in micro to give an advantage adds depth.
End of quote

That's convices me at least ;-) Except of course if it is a bug. Since each faction has one such ability they should all either interrupt any orders or none.

Reply #14 Top

I meant, that when I (Advent) capture a TEC starbase constructor or a Vasari migrator (which as allready attained the starbase construction ability because the previous owner has researched it) it would be nice if I could buil those starbases.
End of quote

OK, I tried that, and: A captured TEC starbase constructor does have the ability-button there (in contrast to a captured Vasari colonizing frigate) but its grey ("not researched"). Strange. Whatever: wether IC prevented Advent from building other races starbases or not, it has to be consistent.

Reply #15 Top

Quoting Bravenue, reply 14
be consistent
End of Bravenue's quote

From what you just said, it is indeed consistent. The implementation for ships with addon abilities is to add the button, but for ships that natively have the ability, they just grey it out.

Reply #16 Top

Oh, right, I didn't think about that.

The implementation for ships with addon abilities is to add the button, but for ships that natively have the ability, they just grey it out.
End of quote

Yeah, from the engines perspective it is consistent.

Let me clarify: inconsistent is having some abilities and fleet assignements still active when Advent convert a normal frigates (esp. annoying with Kanraks that had the missile ability active when they were converted) BUT NOT when I grab an enemy starbase constructor.