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Re: New item for the known bugs / features list Wed, 12 April 2006 02:20 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
mazda wrote on Tue, 11 April 2006 18:28

And there is some sense in it.
A faster ship can catch a slower ship before the slower ship moves.
"Some" sense ... still ...
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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.
I think I figured out why, more in another post.

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One solution is already stated - don't target stationary ships.
Not really a solution. In another game my ally and I can across the same bug, sweepers were gathering back to an fleet as protection, no planet orbit was available, the main fleet was the target, no other option ... All sweepers were stuck and killed ... we were clueless at that point ... now we know what happened.

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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.
Minefields shouldn't be a problem like already mentioned they don't check against the actual speed used, but fuel is a problem ... DD sweepers usually don't have that much fuel to go on ...

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n.b. i)
In the warp 4 case you have stated where the interceptors end up, but not the interceptees.
Either the interceptees get stuck or they arrive at the planet. In the warp4 case they where not stuck so the arrived at the planet as normal.

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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.
I'll leave that up to others. Wink

mch

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