RE: How I assemble a fleet into a enemy system?
Posted: Mon May 27, 2013 9:02 am
I see lots of issues with resetting stances too, I have just give up on them.
On defense the problems are numerous. I want my defending fleets present at the target, but have to be very careful to give the correct orders so they sit at the target. "Move to planet" is the safe way to end up moving alongside it. This must also be done after exiting yards from repairs and such. If not, they sit still while the planet moves away.
If "nearby" works, the fleet leader could still be the one to react, and chase a bit. If he wanders far enough away, he will not return, and the others will come to him.
If they sit on top of the colony, they will probably not prevent some raiders landing unless I am there myself. If I am, it depends a bit on the number of raiders, and the exact positions of the incoming and defending ships.
If you want to avoid assembling in a system, and sneak an invasion in under the nose of defenders, one requirement is somewhat speedy troop transports. Otherwise I bet that a few explorers dropping in at various points of the system edges some 15 seconds before troop transports land, will do the trick. Defenders will not be at home.
For an attack on colony defenses, refueling fleets on final approach are the most dangerous. They will be oblivious to the world until refueled, and exit the spaceport ready for battle at the early stages of the battle. I find it ironic that sloppy AI response can help the AI in this case.
This image:

The defenders arrived just before the attackers. The lone attacking troop transport is top left, just behind two defending ships. The defenders have order "move to Ataxx...". Do you think they would have stopped the troop drop without manual orders? Maybe. But the attackers would get close, that is my bet. The 3 up left shot down the troop transport, others ganged up on nearby cruisers, and frigates were left until last (no manual orders beyond the initial targetting). I have yet to see an AI frigate with troop modules [;)]
On defense the problems are numerous. I want my defending fleets present at the target, but have to be very careful to give the correct orders so they sit at the target. "Move to planet" is the safe way to end up moving alongside it. This must also be done after exiting yards from repairs and such. If not, they sit still while the planet moves away.
If "nearby" works, the fleet leader could still be the one to react, and chase a bit. If he wanders far enough away, he will not return, and the others will come to him.
If they sit on top of the colony, they will probably not prevent some raiders landing unless I am there myself. If I am, it depends a bit on the number of raiders, and the exact positions of the incoming and defending ships.
If you want to avoid assembling in a system, and sneak an invasion in under the nose of defenders, one requirement is somewhat speedy troop transports. Otherwise I bet that a few explorers dropping in at various points of the system edges some 15 seconds before troop transports land, will do the trick. Defenders will not be at home.
For an attack on colony defenses, refueling fleets on final approach are the most dangerous. They will be oblivious to the world until refueled, and exit the spaceport ready for battle at the early stages of the battle. I find it ironic that sloppy AI response can help the AI in this case.
This image:

The defenders arrived just before the attackers. The lone attacking troop transport is top left, just behind two defending ships. The defenders have order "move to Ataxx...". Do you think they would have stopped the troop drop without manual orders? Maybe. But the attackers would get close, that is my bet. The 3 up left shot down the troop transport, others ganged up on nearby cruisers, and frigates were left until last (no manual orders beyond the initial targetting). I have yet to see an AI frigate with troop modules [;)]