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[FAQ
Forum Index » » Developer Feedback » » Planet blockade
 Author Planet blockade
Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2010-03-02 12:13   
Is there any thougths about make it so ais dont blockade planets? Sometimes i find it strange that one litle transport thats jumpin a sy planet all the time makes the planet unspawnable, and there is no work around it.


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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2010-03-06 20:10   
Since thers no responce im gona try again.

I dont understant why the ais transport has to approch an enemy planet with 32 infs on. There is absolute no point at this, First off the planet will shoot down the infs, and hopefully the tranny to, but atm the planets are so bad that they dont even do this.

The question is to why do we need the ai transport to try and drop on a full planet? If you start thinkin logical then an tranny is for two roles:
A) Drop infs on a planet that has under 10 infs, as then he can actuly cap the planet.
B) Drop infs on a frendy planet that has under 10-20 infs, acting as support! This is what i think an trannys role is.

Then you have the secund question to the ais, why do the scouts, or whatever ship from the ai, randomly jump an planet just to fly in, orbit it, then to leave. I remember once that Backslash said that you need a fleet to cap a planet, like 5-6 ppl. At this point an ai scout can orbit an planet and then leave. So whats wrong?

Well, the planets gets blockaded because their either to weak or because of ais doin stupid things. It makes the weak faction of the game even weaker, why is this?


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Draxcyn
Grand Admiral
Pitch Black


Joined: April 26, 2008
Posts: 46
From: Here.
Posted: 2010-03-06 22:58   
Yea i pretty much agree, that the planet gets blockaded so easily by ais really gets annoying.. I think you should either just remove em from game or just make a number limit of how many ai should be in every planet.. or game
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-03-07 13:29   
or jsut make it so the AI simply can't blockade at all
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-03-16 04:15   
EXAMPLE OF A BLOCKADE.

5 UGTO dreds, 4K GU out from a Shipyard. that should be a blockade.

EXAMPLE OF NO BLOCKADE.

1 supply 1K out being shot to pieces by planetary defences.

got the idea?
_________________


Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-03-16 09:28   
Example of strategy: three scouts orbiting three shipyards in system to prevent fast access while the main fleet begins capturing and picket gates to see who comes in.

Example of other stuff: Main fleet attacks one planet to be ambushed by the enemy who were able to fast deploy from in system shipyard.

Its called redundancy people .
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  Email Sens [R33]
Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2010-03-16 09:45   
Currently it is:

Scout jumps in.
Planet Scans for enemy's and notices scout > set flag ENEMY DETECTED.
Planet economy tick. if flag ENEMY DETECTED then dice-roll: Win > set flag BLOCKADE, Else > nothing.
Scout gets killed.
Planet scans for enemy. if none found > remove flag ENEMY DETECTED.
Planet economy tick. If no ENEMY DETECTED flag, then remove BLOCKADE.



[ This Message was edited by: Eledore Massis [R33] on 2010-03-16 09:47 ]
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