From
this thread.
Quote:
Originally Posted by Zebra
Another odd thing is:
two fleets from same planet:
Fleet 1: 10k value (enough pods to cap 99 roids)
Fleet 2: 90k value (enough pods to cap 1 roid)
If they land same tick on a planet with 400 roids, 100 roids will still be capped even though it seems like
Fleet 1: (.1)(.25)(400) = 10 (max of 99, 10 are capped)
Fleet 2: (.9)(.25)(400) = 90 (max of 1, 1 is capped)
11 should be capped.
So always send one pod with your escort fleets, in this example if you didnt you would have lost 90% of your roids.
|
Quote:
Originally Posted by remy
If this is true, there is a bug. Please supply actual battle reports where this happens.
|
This would be a perfect example. The astute user (presumably not remy) will note there are 2 attackers in this Brep. 1 Cruiser and 1 Fighter fleet. If you look at the illusions (Fi pods) you will see that all are frozen or dead before they can cap roids. Yet the planet in question (not mine, I was defending) still lost a full tick of roids and the xan player capped fully despite having no pods with which to do so.
This incorrect combat engine behaviour has been in the game since R11 and never fixed. Why not? Will it be fixed soon and will any affected planets be compensated? They should be, after all the defense we spent considerable time organising (in the sense of finding the most efficient way to save what could be saved) was rendered moot by, as remy himself points out, a bug.
I'm very interested to hear community opinions on this issue and similar ones aswell as some kind of response from PATeam as to what will happen with this in the future.