Stealthed scouts can force combat

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Stealthed scouts can force combat

#1 Post by MatGB » Thu Dec 15, 2016 12:28 pm

I think this is abusive but want some feedback before opening an issue.

If you have an unarmed vessel with a high stealth value, it can force combat with enemy forces even though they can't spot it and it never makes an aggressive act.

This can be abused in a number of ways, not least by preventing virtually all repair techs and buildings from working. You can also use it to have a high tech native or otherwise defended native planet (eg Kobuntura) fire at AI troop ships that would otherwise orbit unscathed.

I don't think it's right that you can prevent an opponent from repairing their craft at a crucial drydock by parking an unarmed high stealth scout vessel there. This is magnified by the low priority the AI normally gives to detection but it would be an issue regardless.
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Re: Stealthed scouts can force combat

#2 Post by AndrewW » Thu Dec 15, 2016 1:04 pm

I'll agree with you on this one, not a major issue but something that should be addressed at some point.

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Re: Stealthed scouts can force combat

#3 Post by Vezzra » Thu Dec 15, 2016 9:05 pm

Unarmed stealthed ships definitely either shouldn't be able to trigger combat, or be revealed after the first round of combat so they can be shot at (assuming you need to set them to "Control System" to trigger combat).

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Re: Stealthed scouts can force combat

#4 Post by L29Ah » Tue Jan 17, 2017 12:21 am

I don't encounter problems during MP, as AIs are often prioritizing detection more than humans and humans are inclined to catch with each other to avoid being punished with stealthy warships. Also, i don't remember AIs caring about repairs or their dropships' location at all.
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