'Scatter' squadron command

Post ideas & suggestions you have pertaining to the game here.
Post Reply
User avatar
sun1404
Militia Captain
Militia Captain
Posts: 527
Joined: Thu Nov 03, 2011 10:32 am
Location: Heretic. (Finally!)

'Scatter' squadron command

Post by sun1404 » Sun Oct 11, 2015 11:49 am

I think someone had brought this up before, but still, it seems to deserve another go: let us have a 'scatter' command for wingmen and autons. Sometimes you stumble upon something your wingmen absolutely cannot survive, such as a Phobos. Jenna can barely outrun one, and no wingmen know to properly dodge. Instead of needing to lead them away while trying to weave your ship and theirs out of the APA's way, make a handy scatter command that send wingmen fleeing away at right angles so they don't cluster around the player's ship and become a bigger target as a whole. Preferably, have them weave about a bit too. And make sure they don't run straight into enemies.
Yes, look at my avatar, I have a wyvera type ship.

User avatar
TheLoneWolf
Militia Captain
Militia Captain
Posts: 792
Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

Re: 'Scatter' squadron command

Post by TheLoneWolf » Mon Oct 19, 2015 5:54 pm

Better a 'RETREAT' command, in which they retreat to the nearest friendly military encampment or if that is not available then to the stargate.

User avatar
sun1404
Militia Captain
Militia Captain
Posts: 527
Joined: Thu Nov 03, 2011 10:32 am
Location: Heretic. (Finally!)

Re: 'Scatter' squadron command

Post by sun1404 » Tue Oct 20, 2015 1:12 am

That'd make all your wingmen fly in the same direction, becoming a bigger target, which is what I want to avoid. Scattering is safer, and I think also easier to implement.
Yes, look at my avatar, I have a wyvera type ship.

User avatar
TheLoneWolf
Militia Captain
Militia Captain
Posts: 792
Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

Re: 'Scatter' squadron command

Post by TheLoneWolf » Tue Oct 20, 2015 12:10 pm

They will fly straight anyway. Easy to snipe.

User avatar
DigaRW
Militia Commander
Militia Commander
Posts: 284
Joined: Thu Jul 30, 2015 3:10 pm
Location: Deep dark space/Indonesia

Re: 'Scatter' squadron command

Post by DigaRW » Wed Oct 21, 2015 5:51 am

Yeah, that is good idea. But I think it should called "Retreat' like above this reply.
I also suggest additional command like "Return to repair", ordering wingmans to go station nearby that have repair service.
Trade Item Extension
Enjoy the new trade items, foods and resources!
Semesta I.G.C
Great Corporate that provide new equipments and new challenge!
StrongBox
Find random strongboxes to find random equipments!

User avatar
TheLoneWolf
Militia Captain
Militia Captain
Posts: 792
Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

Re: 'Scatter' squadron command

Post by TheLoneWolf » Wed Oct 21, 2015 6:37 am

Yup. It would need a massive AI tweak in part of George. Coz they will fly straight for now. And no NPC that flies straight can escape those Phobos's Ion gun i like to call 'flash shredder.'.

User avatar
sun1404
Militia Captain
Militia Captain
Posts: 527
Joined: Thu Nov 03, 2011 10:32 am
Location: Heretic. (Finally!)

Re: 'Scatter' squadron command

Post by sun1404 » Thu Oct 22, 2015 11:19 am

In practice, enemy AI almost always target the player, so even if the wingmen flee straight, they will not be under fire unless they flee with the player.
Yes, look at my avatar, I have a wyvera type ship.

User avatar
TheLoneWolf
Militia Captain
Militia Captain
Posts: 792
Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

Re: 'Scatter' squadron command

Post by TheLoneWolf » Thu Oct 22, 2015 11:55 am

I have experience that enemies with more than 2 weapons balance btw player and allies.

User avatar
sun1404
Militia Captain
Militia Captain
Posts: 527
Joined: Thu Nov 03, 2011 10:32 am
Location: Heretic. (Finally!)

Re: 'Scatter' squadron command

Post by sun1404 » Fri Oct 23, 2015 1:50 pm

Only if the ally attacked the enemy recently, or is closer to the enemy than the player and the player has not attacked the enemy too much recently.

The second occurs frequently when players try to guide their wingmen away from threats. They tend to lag behind the player and thus become the target. If the player turns and fight, the wingmen stay and will soon die, because they were still targeted.
Yes, look at my avatar, I have a wyvera type ship.

shanejfilomena
Fleet Officer
Fleet Officer
Posts: 1276
Joined: Tue Mar 22, 2011 8:43 pm
Location: Alaska

Re: 'Scatter' squadron command

Post by shanejfilomena » Mon May 16, 2016 9:39 am

According to combat styles, the Auton has basically a NoRetreat AI : unless it is a M1, which is known for pulling off target and recharging shields like the ( forgot the name of the ship ) ...

Britannia

anyway,
the "NoFollowNavPath" ( used on Mules, always check your latest Mule for the latest AI order ) would let the ship break loose of the grid. Then you can get some interesting flying out of it.

To seek repair stations are in the wingmen scripts, not exactly an Auton thing, the Player is responsible for the auton's integrity.

I personally wanted to do a 'Break where the Autons or wingmen would get away from the PlayerShip to reduce Target size, stop your Autons from causing trouble or
lower the casualty counts when dealing with high value targets.
However, I never did get one done. :(

What they would need is a Rally Point :
so they are sent off to a destination.
Once you have them set to create a Rally Point upon entering a system, you can order them to Rally ( or 'Scatter ) and they each fly off to their individually generated Rally Points.

So, to ReCap : like the Mule, they should not follow Nav Paths,
And upon entering a system they should generate a Rally Point for that system ( and 'Clear the Rally Point upon 'Gate of the Auton, not the Player )

Problems seen :
the Rally Point might be chosen nearest a Friendly ( making them go in the same direction )

The Rally Point might be near a Hostile station to the Auton , if not toward the Player ( like a station the Player might have made Angry )

Best option : upon entering system use the Miner's code to place the Rally Point, let the cards fall where they must.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests