A bug in Rebellion that's also always been in SINs.

HI DEVs,

I was playing the new Loyalist Advent and noticed a bug, that to my knowledge has always been there. Once I had some carriers (not the flag ship type, but the cruisers) in my fleet the bug would happen.

What happens is, when you move the fleet to say the next gravity well. But you see a ship as they are moving and give a new order to attack, the carriers dont respond to this and will keep on their course towards the next grav well.

This must happen because they have no weapons and cant follow the order. However if the fleet is moving to attack then they should at least default to move with the fleet leader and not just move away on their own.

I hope this helps.

 

Thanks

9,029 views 7 replies
Reply #1 Top

notabug.

 

I mean. having them ignore the order is much better than them, say doing a move.

 

For example, all ships ignore orders to bombard planets, (save caps and siege frigs), could you imagine how stupid it would be if your entire fleet decided to ram head first in a move command towards the planet? 

 

just alt select your carriers, and tell em to chill as far away from the battle as possible. 

Reply #2 Top

Quoting Pbhead, reply 1
For example, all ships ignore orders to bombard planets, (save caps and siege frigs), could you imagine how stupid it would be if your entire fleet decided to ram head first in a move command towards the planet?
End of Pbhead's quote

As long as a ship has planet bombing capabilities, the AI does exactly this. In addition, if a "siege" frigate is the lead element of a fleet, all non-bombardment ships will follow it and tag along behind it.

Reply #3 Top

After a jump order has been given to the fleet and a new enemy ship jumps in, instead of just ordering the selected fleet to attack it, just press the stop order first and then order the ships to attack. This prevents the carriers and other support ships from moving on to the next gravity well when the other ships attack. Easy fix. No need to change a whole game mechanic for it.

Reply #4 Top

@OP

This is convenient actually, i'd rather the carriers don't go into harms way and die.  Its an expensive loss and micromanagement of large fleets can get pretty crazy as it is.  You should keep your carriers grouped away from the battle for an easy retreat/attack.  You may not always want to send them in with your fleet first because they really do need their antimatter.

Definately not a bug. 

Reply #5 Top

If it's not a bug then it's a big oversight. If i have carriers in my fleet then I want them in my fleet. I don't want to find them accidentally in the next grav well.

 

It's just like the point Pbhead made about planet bombing. Normal frigates can't perform it, but they do stay with the fleet leader. Carriers in a fleet should follow the fleet as they are part of it and fullfill a role within it. Changeing this would in no way damage the game. Or mean a huge overhaul in the games code, I'm sure.

Reply #6 Top

It's not a bug or a huge oversight.  Now perhaps this ignorance of commands should be limited to those taking place in the same gravity well.  That way, if you give it an order that is still in the same gravity well that it won't perform, it won't perform it, but that command should also prevent that ship from giving chase to the enemy scouts jumping out of the well.

Reply #7 Top

Simple solution solved by the fleet system. Have all your ships as part of your fleet so they follow your designated flagship, but have your combat and micro heavy ships (as well as that flagship) also assigned to a number key. Use that number key to issue your orders and viola, they will follow your flagship at their apropriately programmed distance (carriers tend to automatically stay far behind your flagship). This solves your problem without any micro. Couldn't be simpler. Also as a suggestion make your flagship something that attacks at long distance (eg the carrier flagship). this also keep structure assaulters at a safe distance and your utility ships will do their job on their own (exept a few bugs in rebellion :-p )