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Any word on fixing tractor beams to OBEY ENGAGEMENT SETTINGS?

 
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Any word on fixing tractor beams to OBEY ENGAGEMENT SET... - 12/17/2015 7:09:51 AM   
Guardian54

 

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Joined: 12/6/2015
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For example, my colossal dreadnoughts that with one ship lol-outgun whole enemy fleets are set to Standoff for all target types.

But the stupid tractor beams keep pulling the enemies, who are all weaker (even capitals) close.

Yes, this is great if you have plasma thunderbolts as the main battery (60+ thereof at point blank = lol on a 3300-size resupply ship, 4500-size is even more hilarious) and have more than enough PD to ward off all fighters, since PTs drop damage over range quite quickly, but why bother letting the enemy with their short-range peashooters even get to pepper your shields at all?

Why can the tractors not try their best to obey the engagement settings i.e. repel anyone from getting close enough to actually even scratch your massive shield banks while you flay them to bits with deluges of death, while keeping them within the tractor engagement envelope (i.e. outside common beam weapon range but within max tractor range?) if the setting is STAND-OFF?
Alternatively you could be trapping them in that zone using your superior speed ("borrow" Starburner Mk 2 or ideally even 3 from the Sluken if you need to, 50 cruise speed is very possible with still huge shields/armor and weapon banks) plus HyperDeny/Gravity Well, but that's not the point. It also takes a LOT of maneuvering thrusters for a dreadnought to actually keep lesser foes in such a zone, not quite worth the weight.

Only conclusion I can get is to keep putting max range tractor beams and maybe that gravity bomb area-tractor thing on dreadnoughts once I can research them (possibly by 3300-size stage, more than probably one or the other will be unlocked in Mk 1 of the most advanced form by 4500), because it seems most enemies are set to Evade or at least stand off for stronger opponents and unless I actually manage to steal Starburner Mk 2 or 3 from the Sluken I can't chase them down too easily with these behemoths. Even 25 cruise speed demands a LOT of proton thrusters (ain't nobody got time to upgrade to vortex drive when you have shields, better hyperdrives, and piles of other stuff to research...).

Is there any word on possibly having tractor beam behavior actually follow the settings for the particular ship model?
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RE: Any word on fixing tractor beams to OBEY ENGAGEMENT... - 12/17/2015 7:24:50 AM   
Guardian54

 

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...Oh, and when the hell will damaged civilian ships be put under player control?
The sheer level of retardedness that is a damaged mining ship with hyperdrive disabled running away from the constructor I sent there to repair it is mind-blowingly nuts.

Thankfully the cruise speed is less than double that of the constructor so if I can't time the intercept right in the next 6 or 7 tries, the idiot will slow down enough to be caught for repair, and as I'm waiting for my homeworld to reach population cap I'm over 100K in debt and the constructor has (and I have) nothing better to do anyhow.

EDIT: ...made the intercept, and am now wondering how the bloody hell pirate raiders can escape from a planet with resources when I have total orbital control and they have no getaway boats.

< Message edited by Guardian54 -- 12/17/2015 8:30:02 AM >

(in reply to Guardian54)
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RE: Any word on fixing tractor beams to OBEY ENGAGEMENT... - 12/17/2015 8:36:03 AM   
vary10

 

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Joined: 2/25/2015
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Pirates do not escape your planet, they just steal resources and "hide" them somewhere on the surface. In cargo tab of a planet you can often see resources marked as belonging to some pirate faction, those are actually stolen. After some time their freighters will come and transport resources to their space port.

< Message edited by vary10 -- 12/17/2015 9:43:11 AM >

(in reply to Guardian54)
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RE: Any word on fixing tractor beams to OBEY ENGAGEMENT... - 12/17/2015 8:39:36 AM   
Bingeling

 

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Are you sure about that? I have always believed those resources are just normal trade stuff done by their "independent freighters". Which means they are bought, not stolen.

(in reply to vary10)
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RE: Any word on fixing tractor beams to OBEY ENGAGEMENT... - 12/17/2015 8:45:39 AM   
vary10

 

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Nah, sorry. Just raided an empire's homeworld and their planet doesn't store my loot._. Wonder where that goes)

(in reply to Bingeling)
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RE: Any word on fixing tractor beams to OBEY ENGAGEMENT... - 12/17/2015 10:08:04 AM   
Bingeling

 

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It is sent back to the pirate base through the teleportation device they left on the colony.

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RE: Any word on fixing tractor beams to OBEY ENGAGEMENT... - 12/17/2015 1:59:42 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
quote:

But the stupid tractor beams keep pulling the enemies, who are all weaker (even capitals) close.


Working as intended.

quote:

...Oh, and when the hell will damaged civilian ships be put under player control?
The sheer level of retardedness that is a damaged mining ship with hyperdrive disabled running away from the constructor I sent there to repair it is mind-blowingly nuts.


Never, but why do you care? It's only one mining ship, not an empire-breaking situation.

(in reply to Bingeling)
Post #: 7
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