[BUGS] Phase jumps and wormholes

Well anyway, I should probably have some screens, but I have discovered some things that are greatly annoying to any player, and are probably bugs.

 

1. Wormhole pathfinding

In a multi-star map, containing only wormholes as a means of travel (specifically ancient gifts), or containing a wormhole that leads to a different star, sending your fleets to a planet that has to be reached by going through the said wormhole will cause some pathfinding errors. The fleet will generally climb or dive to the level of the other wormhole at the planet adjacent to the first wormhole. I am sure some of you have seen your fleets climbing straight up and then jumping down to the first wormhole. This can be corrected by sending the fleet to the wormhole manually instead of sending them to the other system.

Cheap diagram:

A                                         |

                                           |

                          B------------C

A=target wormhole

B=first wormhole

C=planet adjacent to B

fleets at C will climb up to the level of A before jumping to B.

Hopefully that is not too confusing.

2. In-grav phase jumps

When jumping from inside of a gravwell (distort gravity and gravity tolerance research), the fleet or ships will arrive an equal distance away from the target gravwell.

Example.

Fleet jumps from 150 sins spaces inside of a gravwell. It arrives at 150 sins spaces away from the edge of target well.

Same applies to distances greater or less than.

 

This is unfair and sometimes annoying. It allows an easy escape from gravwell defenses and mines.

 

 

 

I found these to be interesting occurrences, and I am fairly sure that they are not easily fixable.

Anyway, I hope that no one else has already pointed this out and I missed it....

20,433 views 3 replies
Reply #1 Top

Number two adds more tactical flexibility to an attacking force, which is especially important for post-Entrenchment games, given that one can dump mines directly on the edge of the well. Even if you place the mines a little closer to the planet, an attacking force still needs to deal with them by either flying around them, clearing them out, or plowing through them (the latter of which the AI is usually guilty of).

I fail to see how this makes the game unfair. With the exception of the Orkulus, just about every defensive measure is avoidable in the first place. The strategy cuts two ways - you can utilize it just as easily as it can be used against you. Putting a scout in the target gravity well will allow you to know how far back or forward to put your ships before ordering them to phase jump.

Reply #2 Top

Yeah I know number two was an intentional part of the game. In an interview Blair Fraser even gave the the guy asking the question that tip about being able to control where your ships appear in the gravity well when they jump. It was intentionally added to the game for that very purpose.

Reply #3 Top

Regarding aspect #2, being able to control where your fleet appear in the other gravity well is an essential part of ship management and even the strategy of the game.  It's not a bug and it's not a cheat.

Let's suppose that I want to go from Planet A to Planet B but I have to cross the pirate base. 

A-----P

         B

So I have my ship(s) go to the edge of A closest to P and B.  Then the ship jumps and can quickly turn and jump to B without having to spend much time traveling through B.  That's just part of basic ship/fleet management and tactics.