Author Topic: 5 second turns for 2 in-game days (so far)  (Read 2185 times)

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Offline Ekaton (OP)

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5 second turns for 2 in-game days (so far)
« on: October 19, 2020, 02:55:11 PM »
Is it normal to have 5 second turns for 2 in-game days after invading an NPR system and sitting on top of their only JP in the system? “Imminent action doesn’t sound very imminent”.
 

Offline Iceranger

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Re: 5 second turns for 2 in-game days (so far)
« Reply #1 on: October 19, 2020, 02:57:44 PM »
Do you have any fire controls turned on?
 

Offline Ekaton (OP)

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Re: 5 second turns for 2 in-game days (so far)
« Reply #2 on: October 19, 2020, 03:01:50 PM »
I did on one ship. It’s working now, thanks!
 

Offline Ekaton (OP)

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Re: 5 second turns for 2 in-game days (so far)
« Reply #3 on: October 19, 2020, 03:19:55 PM »
I have a different issue now. Enemy fleet of the same size will pop out of the JP every few hours and escape before the 5 sec increment is done, preventing me from firing on them. Is that WAD?
 

Offline TheTalkingMeowth

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Re: 5 second turns for 2 in-game days (so far)
« Reply #4 on: October 19, 2020, 03:56:40 PM »
More or less. That is them checking to see if the coast is clear, then bailing when it isn't. It's annoying...but a fairly smart move on their part. They'll even bait out missile launches then duck through at the last second.
 

Offline Ekaton (OP)

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Re: 5 second turns for 2 in-game days (so far)
« Reply #5 on: October 19, 2020, 04:06:38 PM »
Less than 5 seconds spent in a system before they can turn around and jump back? It’s smart but sounds so implausible. Also, are they not supposed to be blind right after the jump?
 

Offline Iceranger

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Re: 5 second turns for 2 in-game days (so far)
« Reply #6 on: October 19, 2020, 04:12:39 PM »
Less than 5 seconds spent in a system before they can turn around and jump back? It’s smart but sounds so implausible. Also, are they not supposed to be blind right after the jump?

Technically they should not be able to jump back due to the jump shock. Even squadron jump cannot guarantee a mere 5s jump shock every time.
 

Offline Ekaton (OP)

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Re: 5 second turns for 2 in-game days (so far)
« Reply #7 on: October 19, 2020, 04:31:05 PM »
Less than 5 seconds spent in a system before they can turn around and jump back? It’s smart but sounds so implausible. Also, are they not supposed to be blind right after the jump?

Technically they should not be able to jump back due to the jump shock. Even squadron jump cannot guarantee a mere 5s jump shock every time.

They did, every time. I was able to scare them off by keeping FC on with them as the target so they got fired upon the same increment they showed up.
 

Offline Iceranger

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Re: 5 second turns for 2 in-game days (so far)
« Reply #8 on: October 19, 2020, 04:34:41 PM »
Less than 5 seconds spent in a system before they can turn around and jump back? It’s smart but sounds so implausible. Also, are they not supposed to be blind right after the jump?

Technically they should not be able to jump back due to the jump shock. Even squadron jump cannot guarantee a mere 5s jump shock every time.

They did, every time. I was able to scare them off by keeping FC on with them as the target so they got fired upon the same increment they showed up.

I would definitely report that as a bug :)
 

Offline TheTalkingMeowth

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Re: 5 second turns for 2 in-game days (so far)
« Reply #9 on: October 19, 2020, 04:37:23 PM »
FWIW I have only ever seen Star Swarm do this. I believe they have some kind of special rules for jump transits, since their FACs seem to not need jump ships. It wouldn't be the only unique ability they have, either: acid damage
 

Offline Ekaton (OP)

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Re: 5 second turns for 2 in-game days (so far)
« Reply #10 on: October 19, 2020, 06:02:12 PM »
They attacked my ships twice, but there was no acid damage. They have commercial ships, multiple systems and I’ve established comms so I doubt they’re a star swarm. I have also managed to pick survivors from a wreck.
 

Offline Ekaton (OP)

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Re: 5 second turns for 2 in-game days (so far)
« Reply #11 on: October 19, 2020, 10:41:47 PM »
They came back with two fleets. One popped up, the second one, then the first one, and so they switched. I destroyed ships of both one by one, about a dozen total. Same method - since the same ships are popping up each time, target one and keep the lock on. This time they did it until there were no ships left.

It’s even more bizarre as it turns out that there is another JP in the system, also controlled by that NPR, and yet they never try that thing there.
 

Offline Garfunkel

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Re: 5 second turns for 2 in-game days (so far)
« Reply #12 on: October 20, 2020, 01:09:38 PM »
NPR's do not suffer from jump shock as they lack the ability to plan for JP assaults the way a human can. So this is not a bug, however, I agree that it's annoying if they repeatedly "peek" in like that. At least you found a way to neutralize them.
 

Offline TheTalkingMeowth

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Re: 5 second turns for 2 in-game days (so far)
« Reply #13 on: October 20, 2020, 02:15:46 PM »
It's supposed to be halved for NPRs, but they do suffer from it.

http://aurora2.pentarch.org/index.php?topic=8495.msg113856#msg113856

That said, jump shock seems to be a bit wonky. I've definitely jumped straight into combat and been able to fire beam weapons on the next 5 second interval, no delay. Ships were max crew grade, but the minimum duration should be 16.38 seconds.