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Let's Talk About Fleets...


Khorius Irelius

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It somehow seems they do :o. They seem to have a roughly ten-second delay which radically decreases if a mining system is installed.

Maybe the AI is more realistic (or is it) than we think though I didn't see mining system things in the script.

Less risky than putting a Weeee-box (though I may be mistaken as roid collisions do not happen in OOTS.

Other tip: Mining Systems highlight asteroids for the player regardless of the module' ship being the player's or not, so you can run around the sector in another ship still seeing the highlighted roids in the distance, pretty funny :).

 

 

Thanks for your answer : ). I already wondered why they need 10 seconds to start. I will upgrade my mining ships now with cheap modules : )

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hope this isn't considered necro posting;

 

I enjoy using fleets. even if the RTS mode is a bit lack luster.

however the thing that gets me annoyed is jumping my fleet around. I don't know if this is because I'm on a server but when I jump, it takes over a minute and a half for the rest of my ships to follow. so if I move into a hot sector, I'll be on my own for 2 minutes or so before the rest of my fleet comes in after me. I've seen NPC's jump in with 5 ships total. and I can't even manage that with 3 ships total.

 

also I wish I could give orders to my ship out of the system I'm in. Sure the ability to hop sectors between my ships is nice but it pretty much is luck of the draw in which ship you end up in.

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That's weird, when I called my two WAAAGHs in the Berybou territory the 30+ ships showed up by the time I went from Galaxy Map to Strategy Mode view.

Maybe your ships were still charging their Hyperspace drives. Make sure the slowest-jumping ships jump first, escorted by faster-jumping ships, escorted by even faster-jumping ships and so on.

That's the kind of drawback to having fleets, while complete fleet support (and sync'd jumping) isn't implemented yet, but it's still magical to call them at you :).

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