[1.00] Major Pathing Annoyance - Most Epic Problem of All Time!

Well, not really... but I find myself becoming irritated at my commerce and colony captains. For example, I tell them to go somewhere a long distance, they decide to travel there in a straight line and with much enthusiasm yet they think it is acceptable to end their turn within striking distance of an enemy fleet. Here are some examples:

Scenario 1 (Problem) - I just told my best and brightest captain with 8 movement points to move from point A to point B, with B being a location really far away. They plot an awesome course and then proceed to zip along with 8 movement points. I'm very happy with their decision until I realize THEY END THEIR 8 POINT MOVEMENT PARKED NEXT TO A 2 POINT MOVEMENT PIRATE FLEET (the pirate fleet was within the fog of war when I told them to move from A to B ). I ask myself, "By Precursors, do I need to micromanage all my fleet movements in order to alleviate captain stupidity?!" I wonder, "Best and Brightest, when the pirate fleet showed on your sensors, why didn't you go around or at minimum, at least pause (e.g. stop movement and idle) to ask HQ for orders?"

Scenario 2 (Problem) - The same as above except I told the ship captain several weeks prior to move from A to B. The difference in this scenario is that the journey started out safe but pirates showed up later. The concept is the same; defenseless ships stupidly ending their turn within striking distance of enemy fleets.

Scenario 3 (Acceptable) - Fleet ends their turn with no enemies in sight. However, an enemy fleet outside line of sight with appropriate movement points swoops in and destroys my ships at end of turn. This is completely acceptable and logical as my ship or fleet did not see the enemy fleet.

The Dilemma: in order to keep defenseless ships from moronically moving into the range of pirate fleets, I feel I need to micromanage movement which contradicts the purpose of telling a ship or fleet to plot a long-distance course. Therefore, I propose some kind of check within the pathing logic that pauses movement of friendly ships or fleets when an enemy ship or fleet is found within the line of sight of the friendly ship or fleet.


What do you all think?

8,638 views 3 replies
Reply #1 Top

Yep, needs to lose its order when enemies within distance.

Reply #2 Top


Therefore, I propose some kind of check within the pathing logic that pauses movement of friendly ships or fleets when an enemy ship or fleet is found within the line of sight of the friendly ship or fleet.

 

I agree with you and would love to see something like this

 

BTW the support forum is mainly for reporting problems/bugs   This might get more of discussion in the beta_feedback forum.  ** i know it's not beta any more but watta ys gona do?

Reply #3 Top

Some games like Pillars of Eternity have a stop command on seeing enemies in LOS. This particular problem we have in our game is perhaps modable or able to be put in. However, keep in mind our processors are already getting multiple command threads and adding this feature will likely increase delay times between turns.

 

I am all for it. One thing about GCIII is its COMPLETELY optimized for multi core and Multi threads. Once the new 6 and 8 core I7's come down in price....

 

Anyway, I would like to at least see a stop command upon having enemies or Pirates sighted within the sensor range of support vessels (Colony, Traders, scouts). This feature request will likely be far down on the list of things getting into the game later this year.

 

+2 Coppers.