The AI on offense is always trying to circle away from enemy backup, trying to get them to trip over each other. I consider that bowing to the realities of the combat engine, less than the realities of the AI. guided missile ships/carriers) as escorts, or cheap (lasher/frigates). I like ships that can fire over allies (i.e. Although I tend not pile one too many escorts on a single ship - too many ships in a really small area tends to do more harm than good as the AI has to avoid ally collisions, enemy projectiles, all the while trying to get to their desired position. If you are locally out numbered and slower, then yes, your ships are naturally going to turn left and right and not be in a line as they get flanked.Īs a counter point, I do find the escort command to be solid in keeping 2-3 ships close and working together. lashers don't last long against 2x Locust + 3x tachyon lances) or it gives ground to preserve fighting strength while the capitals try to use local superiority to destroy enemy ships where they are, or get into position against the Radiant if not engaged. If a Radiant is pushing into a flank, that flank either gets destroyed (i.e. The rest I generally want to react to what the enemy is doing while staying alive, so I leave those with no orders, freeing them for maximum movement for their own survival.Īlthough you seem to be asking for a line of combat 100% of the time after engaging the enemy, which I admit is harder to maintain after initial contact, and in some cases just not possible for the entire fleet. select ships, ctrl + number, press number to reselect).Īfter battle is joined, the ships I really want to stay together no matter what, I already have given escort orders to at the beginning. Starsector even has the same control group assignments as those old games (i.e. I send them to a spot, then I send them on to the next spot. On the other hand, the waypoint orders is how the majority of RTS games I played while growing up worked in terms of getting units where I wanted them. Being closer to my reinforcement point and having the enemy be farther from theirs helps achieve local superiority. I could have also removed waypoints after getting into position, and then placed new ones vertically above the old waypoints on the map if I wanted to advance in a line - however, tactically that is disadvantageous. I waited for the enemy to approach, then removed waypoints once ships were engaged so as to allow them to flank as needed. I'm personally not seeing why what I did was convoluted? I laid out waypoints in a line, with which ships I wanted where, and they went there.
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