jfp3 jfp3

AI Issue #61c

AI Issue #61c

Don't get me wrong here. I like this game. It has great potential and I well understand that is a "work in progress". But....

Why after so long in it's lifespan, does the following occur:

I approach a star system with a logistically maxxed out fleet. There are 2-4 ships at each of the habitable enemy planets. They A) Don't mass together the next turn on a System wide level. B) They don't even form fleets in each of their systems! WTF?

90% of the time I attack planet #1 in said System, and if there are 3-4 ships, I get to attack them one at a time. WTF?

A flaw like this is really inexcusable IMHO. I'm sure since I have this happen, then others have noticed it too. I'm playing my 1st game and not at the hardest level, (I forget which I selected but above average), so I can only hope this doesn't happen at the harder/est levels -- please excuse this rant if it's not applicable to games like Suicidal.

This game has some great ideas in it, and is probably slated to be a "classic" at some time in the future. Great work Dev's but fer Criss'ake, fix something as primordial as this eh?

[Enemy Proximity = Fleet Assembly Time!] or some such?

Looking very much forward to the day I see the "Beta" tag stripped from the version #
16,729 views 26 replies
Reply #26 Top
For that matter, perhaps the "Orbital Fleet Manager" and its cousins, should be assigned to the "Local" Starbase if one exists. Not to tiles. If a planet has only 5 tiles or so, but is in a strategic position, I'm sure most of us would be reluctanct to waste tiles on such extravagences as an Orbital Fleet Manager. Yet a simple cell phone call to your locals would allow you to join up to provide a common defense for your threatened system.