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Topic Summary

Posted by: Rich.h
« on: October 12, 2022, 03:49:06 AM »

I think this could be fixed if it was put in place that raider ships on arriving into a system have to wait X period of time before they can leave again via a jump point. Be it x hours or x days whichever works out from a balance perspective. This would give the player time to either intecept and deal with them, or at least place a force of ships at the point waiting on them coming back.

In fact this same idea should probably apply to all non player ships, jump shock is one thing but the micromanagement hell that is 8000 ships jumping in and out every few clicks is game killing, all it does it cause me to SM move my fleet to the location so they can engage instantly. Not for any reason that to get rid of the annoyance.

Maybe if jump shock was just increased by a huge amount so it lasted a couple of days or something then it will fix the issue everywhere and also balance things out with the player too.
Posted by: Carthar
« on: October 11, 2022, 06:09:44 PM »

I'm having this issue too.   They blink in and out.   When I get close to their jump point they just hide and then reappear when I move away.   

The annoying thing is their jump point is on a trade route, so as soon as I move off a bit they destroy tons of civilian shipping.  I have two fleets in the system and basically have to park one at the wormhole or else.

I really wish there was a way to lock down a system to prevent raiders.     

I don't mind having escorts for my freighter fleets, but defending the civilian trade routes is annoying.    Way too much micro.
Posted by: Kiero
« on: October 10, 2022, 03:09:42 PM »

Most of the time, when you get within a range of your beam weapons, they will stop this jump madness.
If not, get a target when you can and give an order to fire beam weapons a turn before you expect them to reappear.
Posted by: JacenHan
« on: October 09, 2022, 04:02:30 PM »

I have also had this happen recently - it looks like the raiders are sitting on top of their invisible jump point and hopping back and forth across it every 5 seconds. IIRC this behavior was fixed in 2.0 for regular NPRs on normal jump points, but it may/must still be broken for raiders.

Beam combat should be able to counteract this, especially using the "fire at will" function, which reduces fire delays. Doing this my fleet destroyed one raider ship and then the rest left for good.
Posted by: superstrijder15
« on: October 09, 2022, 12:25:52 PM »

I'm currently fighting a group of raiders who jumped into an undefended system. They have got to be here for ~5 days before I got a response force there. While approaching, my local DST kept on losing the contact each 2nd pulse then reacquiring it the next. This seemed like just an annoyance (twice as many pulses required due to the interrupt a couple seconds or minutes into each 2nd pulse with the reacquire) but now in combat my missiles keep self-destructing as the raiders vanish.

What is causing this? What can I do against it?