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Re: New item for the known bugs / features list Tue, 11 April 2006 12:28 Go to previous messageGo to previous message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Sounds similar to the effect of when 3 ships target each other in a circular pattern.
In this case the third fleet is not moving or targetting anything, but the code might think that it has to resolve a circular scenario for some reason (e.g. in the first pass all 3 ships end up at the same point, so it goes back and uses the step method ?)

I don't think it is as random as m.a.stars is trying to paint.
There appears to be some "well-defined" rules in this bug.
(i.e. the distance over which this happens is completely linked to the differential in speeds)

And there is some sense in it.
A faster ship can catch a slower ship before the slower ship moves.
Also, in the example, the effect at warp 8 is the correct way round - i.e. the faster ship escaped whereas the slower one didn't.

One solution is already stated - don't target stationary ships.

Another way to avoid interception should be to go as fast as possible back to the stationary ship - the faster ship got back to the planet more often.

n.b. i)
In the warp 4 case you have stated where the interceptors end up, but not the interceptees.

n.b. ii)
As an aside, what happens when 2 ships directly target each other ? I seem to recall they meet somewhere in the middle if they are far enough apart or going slow enough. But that might just be wishful thinking.

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