Attack Priority

Discussion of the space strategy game where you design ships, issue orders to your fleet, then play hands-off battles against human or AI designed enemies.
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yurch
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Re: Attack Priority

Postby yurch » Wed Feb 03, 2010 5:30 pm

You're forgetting about size - fighters are small. Miss-rates are high on small targets, even when stationary.
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cliffski
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Re: Attack Priority

Postby cliffski » Fri Feb 12, 2010 5:23 pm

Bluebreaker wrote:
cliffski wrote:if its for ship defence, against incoming fighter swarms, just delete the attack fighters order. They wont go hunt them then (until nothing is left) but they should still take pot shots at any that get close enough, if they have weapons suitable to shoot them.
Emmm no, that's not true. If you delete the attack fighters order the only "weapons" that will shoot at fighters are the tractor beams.


Shockingly it seems there is a bug, and the behaviour is not always as I described. Nevertheless, I am fixing it now...
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Re: Attack Priority

Postby mrblitz » Fri Feb 12, 2010 10:19 pm

If it gets to where a ship with no 'attack fighters' order will yet fire high-tracking weapons at fighters (if there is no one else around), that would be welcome.

The way i've experienced it thus far, there is no use putting 'aa' weapons on a missile cruiser. So, it's been a sort of 'all or none' proposition; missile cruisers being missile cruisers, with no anti-fighter capability whatever.

Cliff, it will be great when this behavior is consistently changed, to how you had originally intended it.
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Re: Attack Priority

Postby scwizard » Fri Feb 12, 2010 10:23 pm

cliffski wrote:
Bluebreaker wrote:
cliffski wrote:if its for ship defence, against incoming fighter swarms, just delete the attack fighters order. They wont go hunt them then (until nothing is left) but they should still take pot shots at any that get close enough, if they have weapons suitable to shoot them.
Emmm no, that's not true. If you delete the attack fighters order the only "weapons" that will shoot at fighters are the tractor beams.


Shockingly it seems there is a bug, and the behaviour is not always as I described. Nevertheless, I am fixing it now...

Sweet, that illogical sort of behavior has been bugging me for a while. Looking forward to the next patch.
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Bluebreaker
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Re: Attack Priority

Postby Bluebreaker » Sat Feb 13, 2010 2:27 am

cliffski wrote:
Bluebreaker wrote:
cliffski wrote:if its for ship defence, against incoming fighter swarms, just delete the attack fighters order. They wont go hunt them then (until nothing is left) but they should still take pot shots at any that get close enough, if they have weapons suitable to shoot them.
Emmm no, that's not true. If you delete the attack fighters order the only "weapons" that will shoot at fighters are the tractor beams.


Shockingly it seems there is a bug, and the behaviour is not always as I described. Nevertheless, I am fixing it now...

I hope you got a good way to identify what is a good weapon to shoot fighters and what not. I don't want my cruiser missiles wasting shoots on fighters.
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tater
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Re: Attack Priority

Postby tater » Thu Apr 04, 2013 5:11 am

Was any of this ever addressed?

I'm starting to remember my despair, lol.

I could accept making defenseless fighter-bombers if I could give them no attack fighter orders, and they'd ignore them. Doesn't work, they still waste their big, slow missiles on fighters they'll never hit. Same thing with huge cruiser weapons that have incredibly slow ROFs. They'll waste shots on fighters.

At the very least, their fire control should know not to waste time shooting at targets with a speed greater than tracking speed, the 2% random hit isn't good enough for anyone to want that.

Even a general rule to only attack targets with a speed within some range of the weapon tracking speed would be a great addition. The game really needs variant levels of weapons. Think of a WW2 CA. It has main guns, for attacking other ships (8" in triples, say). It has Dual Purpose guns, like the 5" 38 caliber DP gun, used vs other large ships, smaller ships, and even aircraft, then it has 40mm quads that are primarily for AAA use, but in a knife fight with ships could be used as well, if unlikely. IJN CAs had torpedo tubes. Those would be used against ships, obviously, never aircraft.

Right now, in GSB, we have a WW2 Japanese CA, and it uses it's longest ranged weapon, the torpedo, and fires it when it detects incoming aircraft, and by the time they reload, the engagement is over.

Forcing a ship with no attack order for a class to NEVER attack that class is a work around, but it gets rid of the picture of a CA or bigger as a multi-role ship. At the least a line in the weapon module for what class(es) the module will NOT target would be ideal. Ship orders apply to whatever weapons aboard are allowed to attack a given class. AAA cruiser can have fighters as priority targets, but it can have a main battery then that will only shoot at frigates or better, too.

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