1.0.5.6 Suicidal colony ship behavior
Posted: Wed Jun 23, 2010 4:01 am
So I bought a location of an independent colony from pirates for 5000 credits, it was a quamino colony quite far from my empire. I built and sent a colony ship there since the population would be likely to join my empire. Turns out, there's a pirate base right next to the colony orbiting a gas giant (the colony was a moon orbiting the giant). The colony ship could reach the moon with maybe 40 fuel left over. It got attacked and it successfully retreated. Once it dropped out of warp, it wanted to refuel and the closest location to do that was the independent quamino colony... I tried to stop the ship from doing that several times since the place was crawling with pirates, but the ship always restarted the refuel mission after my stop orders. "Fine, go kill yourself.", I thought. And it did just that. From then on, I always patrol the colony system first with a fleet.
Edit: Implementation of a sort of "short term memory" for ships would solve this. Maybe a pop-up to go with it. "Ship couldn't complete mission due to dangerous surroundings.", perhaps. Also, I'm starting to get ticked off with exploration ships that do not escape if attacked by space creatures. I guess it's due to the fact that the standard exploration ship design doesn't have a proximity array, so the ships can't really see the darned things. Shouldn't all ships have a small visual spotting range?
Edit: Implementation of a sort of "short term memory" for ships would solve this. Maybe a pop-up to go with it. "Ship couldn't complete mission due to dangerous surroundings.", perhaps. Also, I'm starting to get ticked off with exploration ships that do not escape if attacked by space creatures. I guess it's due to the fact that the standard exploration ship design doesn't have a proximity array, so the ships can't really see the darned things. Shouldn't all ships have a small visual spotting range?