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Author Topic: Grace period on launched patrol  (Read 993 times)

Wyvern

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Grace period on launched patrol
« on: January 03, 2021, 11:18:01 PM »

Just had a situation where I went transponder-off to buy something from a black market... and was instantly accosted by a patrol that literally wasn't even visible on-screen because it was still in the process of spawning in.

I'd suggest that a newly-generated patrol should not attempt to go after anyone (player or hostile NPC fleets either one) until at least it's gotten out to its 'preparing for patrol duty' orbit.
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Alex

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Re: Grace period on launched patrol
« Reply #1 on: January 04, 2021, 02:57:42 PM »

Good call - made them ignore the player (and other fleets) for a few seconds. I think having them be non-reactive for the entire "preparing" duration might be a bit much.
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Wyvern

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Re: Grace period on launched patrol
« Reply #2 on: January 04, 2021, 03:08:34 PM »

I think having them be non-reactive for the entire "preparing" duration might be a bit much.
Agreed - those orbiting patrols are most of what makes stealth approaches tricky - and why I didn't suggest that.

Though on further consideration, I'd probably use the same time delay as the temporary non-interactable state you get when you successfully withdraw from combat with an enemy fleet.

Good call - made them ignore the player (and other fleets) for a few seconds.
And also thank you!
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Alex

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Re: Grace period on launched patrol
« Reply #3 on: January 04, 2021, 04:31:07 PM »

Though on further consideration, I'd probably use the same time delay as the temporary non-interactable state you get when you successfully withdraw from combat with an enemy fleet.

Hmm - iirc that's a bit randomized, and the backend mechanics are a bit different anyway. I think it's longer than the 3 seconds I've set the patrols to just now, but, regardless: anything will be better than a patrol spawning and insta-intercepting you when you've *almost* managed to get in.
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Sutopia

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Re: Grace period on launched patrol
« Reply #4 on: January 11, 2021, 09:40:12 PM »

Though on further consideration, I'd probably use the same time delay as the temporary non-interactable state you get when you successfully withdraw from combat with an enemy fleet.

Hmm - iirc that's a bit randomized, and the backend mechanics are a bit different anyway. I think it's longer than the 3 seconds I've set the patrols to just now, but, regardless: anything will be better than a patrol spawning and insta-intercepting you when you've *almost* managed to get in.
My two cents: any fleet leaving a planet starts with 0 (or even negative!) sensor strength and ramp up over time until fully functional.
This can prevent player abuse the current proposal and drive-by black market shopping.
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