Interrupts like Phase Out Hull shouldn't cancel move/retreat orders.

Very annoying in fleet engagements for human players...

The thread title is pretty self-explanatory.  Every time an ability like this is used, it stops the commands issued to that vessel.  This is an oversight, right?  It seems unintentional to me anyway.  You have to babysit the ship every time it gets hit with such an ability and continue to click away.  Any chance it could be changed if enough people brought it up as an issue(assuming people do see it as an easily fixed issue)?

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Reply #1 Top

Yea, they should resume orders if the game is to be more player-friendly.  Then again, I can't think of another RTS where interrupt abilities don't cancel preexisting orders, so maybe managing disabled ships falls under the usual degree of alertness that is expected of players.

Reply #2 Top

Perhaps.  But conceptually it doesn't make sense, especially in a game like Sins.  Basic example: If your fleet commander gives you an order, that order stands even if your engines get cut by an Ion Bolt.  Though Ion Bolt is the least annoying of those abilities.  Instead the ship defaults to its basic auto behavior, which is usually to attack the overwhelming fleet about to tear it apart if it stays behind.  This is mitigated somewhat if the ship in question is part of a fleet, especially if the fleet flagship is already leaving(or has left) and fleet cohesion is set to tight.  But if the enemy happens to hit your flagship with said abilities...