Anyone figure out the Wave Manager Yet?

    StormWing0

    Leads the Storm
    Joined
    Jun 26, 2015
    Messages
    2,126
    Reaction score
    316
    • Community Content - Bronze 1
    Just asking since I've got no idea how to use this thing. XD
     

    Criss

    Social Media Director
    Joined
    Jun 25, 2013
    Messages
    2,187
    Reaction score
    1,772
    • Master Builder Bronze
    • Video Genius
    • Competition Winner - Stations
    It is for when the server automatically spawns waves of ships such as pirates. If it is spawning them to fight a player it will try and spawn in a wave that will match your ship for appropriate difficulty.
     

    StormWing0

    Leads the Storm
    Joined
    Jun 26, 2015
    Messages
    2,126
    Reaction score
    316
    • Community Content - Bronze 1
    Seems rather bugged right now though. Would be nice if we could set waves to spawn for both AI and player factions. Although the player factions end of things would have to have a number of constraints to prevent free resources abuse. :P

    Also why not have Defending and wandering waves too. The AI doesn't always have to spawn to fight a player, it could be a patrol or an escort fleet as well. So many ways to take it. :)
     
    Joined
    Nov 21, 2013
    Messages
    278
    Reaction score
    31
    I personally would rather be a location-based thing, which gives you some warning when you enter it, and having a bigger ship doesn't make them stronger; rather lets you fight through more dangerous territory. That'll take some time, though.
     
    Joined
    Jan 30, 2014
    Messages
    92
    Reaction score
    9
    • Purchased!
    • Legacy Citizen 3
    • Community Content - Bronze 1
    Wait. So is it for determining appropriate wave difficulty based on what ship you are in, or is it for determining general AI wave composition?
     
    Joined
    Jul 9, 2013
    Messages
    229
    Reaction score
    71
    • Legacy Citizen
    • Purchased!
    • Legacy Citizen 2
    Where is the documentation for this feature? What do the difficulty levels mean? Is 1 harder, or are higher numbers harder? What ship size does the game mechanic intend for each difficulty level?

    The wave manager fleet settings do seem to work as far as the fleet will spawn in. The fleet however doesn't do anything... I sat at a shop today, continually shooting it. It gave me all sorts of nasty threats that it was going to kill me, and it had sent fleets after me. After about 20 minutes of shooting the shop, no trading guild ships arrived. So I used the /search command to see if any of the trading guild ships I added to the wave manager had spawned in, and they did... 3 sectors away in an unloaded sector and just sitting there dormant. Next I flew to the unloaded sector where they had spawned at to see if they would attack me... they didn't... they just sat there dormant and useless. I flew back to my base (1000km away) and searched again... they are still sitting there, dormant, useless... WTF!

    What ever happened to the Trading Guild setting you as enemy if you attack the shops or their transport restock fleets? (not that these restock fleets work at the moment). Being forced to get an admin to fix the enemy relations to the Trading Guild worked well. How about change what is currently there to: Trading Guild shops will not buy or sell to enemy, the Trading Guild restock fleets attack enemies (people that shot them first), and you need to pay a fine to a shop NPC (protected spawn) to get set back to neutral with the Trading Guild.

    A similar thing happens when you attack a pirate station. The message pops up saying it's sending backup fleets, but they never ever show up. Use /search and you find the fleets spawn in 3 sectors away in an unloaded sector and just sit there, dormant, while you continue to kill the station with ease. At least the fleet that spawned is the fleet that was set in the wave manager. The pirates that spawned will kick into action of course if you fly to the sector where they spawned and they become loaded as they are always set to enemy.

    Why are these fleets spawning in unloaded sectors, then sitting there doing nothing? Fix maybe?
     
    • Like
    Reactions: Erth Paradine

    Keptick

    Building masochist
    Joined
    Sep 26, 2013
    Messages
    4,062
    Reaction score
    1,841
    • Councillor 2 Gold
    • Railman Gold
    • Thinking Positive Gold
    Where is the documentation for this feature? What do the difficulty levels mean? Is 1 harder, or are higher numbers harder? What ship size does the game mechanic intend for each difficulty level?

    The wave manager fleet settings do seem to work as far as the fleet will spawn in. The fleet however doesn't do anything... I sat at a shop today, continually shooting it. It gave me all sorts of nasty threats that it was going to kill me, and it had sent fleets after me. After about 20 minutes of shooting the shop, no trading guild ships arrived. So I used the /search command to see if any of the trading guild ships I added to the wave manager had spawned in, and they did... 3 sectors away in an unloaded sector and just sitting there dormant. Next I flew to the unloaded sector where they had spawned at to see if they would attack me... they didn't... they just sat there dormant and useless. I flew back to my base (1000km away) and searched again... they are still sitting there, dormant, useless... WTF!

    What ever happened to the Trading Guild setting you as enemy if you attack the shops or their transport restock fleets? (not that these restock fleets work at the moment). Being forced to get an admin to fix the enemy relations to the Trading Guild worked well. How about change what is currently there to: Trading Guild shops will not buy or sell to enemy, the Trading Guild restock fleets attack enemies (people that shot them first), and you need to pay a fine to a shop NPC (protected spawn) to get set back to neutral with the Trading Guild.

    A similar thing happens when you attack a pirate station. The message pops up saying it's sending backup fleets, but they never ever show up. Use /search and you find the fleets spawn in 3 sectors away in an unloaded sector and just sit there, dormant, while you continue to kill the station with ease. At least the fleet that spawned is the fleet that was set in the wave manager. The pirates that spawned will kick into action of course if you fly to the sector where they spawned and they become loaded as they are always set to enemy.

    Why are these fleets spawning in unloaded sectors, then sitting there doing nothing? Fix maybe?
    Pretty sure that it's mostly intended for pirate fleets, the ones that spawn when you damage pirate stations.
     
    Joined
    Jul 9, 2013
    Messages
    229
    Reaction score
    71
    • Legacy Citizen
    • Purchased!
    • Legacy Citizen 2
    Pretty sure that it's mostly intended for pirate fleets, the ones that spawn when you damage pirate stations.
    Well that's kinda silly then...

    You can attack and kill the station with ease and without any back up. Get out of your ship, pay to remove the decayed station status, salvage it for the blocks at your leisure, then fly away the other direction and never encounter the 'support' fleets at all. Leave those fleets there for a newb to meet.

    This is Shine logic?

    When they used to actually give support to the pirate station (spawn in an active sector) you had to stop attacking the station and deal with the attacking waves of pirate ships. This was compounded if you had AI turrets that would continue to target the station and call more waves. You had a serious battle on your hands to even survive let alone be able to kill the station. Worked so much better and was far more enjoyable than pirates that spawn unloaded and do nothing.
     

    Keptick

    Building masochist
    Joined
    Sep 26, 2013
    Messages
    4,062
    Reaction score
    1,841
    • Councillor 2 Gold
    • Railman Gold
    • Thinking Positive Gold
    Well that's kinda silly then...

    You can attack and kill the station with ease and without any back up. Get out of your ship, pay to remove the decayed station status, salvage it for the blocks at your leisure, then fly away the other direction and never encounter the 'support' fleets at all. Leave those fleets there for a newb to meet.

    This is Shine logic?

    When they used to actually give support to the pirate station (spawn in an active sector) you had to stop attacking the station and deal with the attacking waves of pirate ships. This was compounded if you had AI turrets that would continue to target the station and call more waves. You had a serious battle on your hands to even survive let alone be able to kill the station. Worked so much better and was far more enjoyable than pirates that spawn unloaded and do nothing.
    You do realize that it's bugged and not intended behavior, right? I don't understand how you even assumed that this was intended behavior and there to stay. It's also pretty obvious that there isn't even a system in place to properly use the fleet wave levels yet, so your accusations are pretty stupid, no offense.
     
    Last edited:

    StormWing0

    Leads the Storm
    Joined
    Jun 26, 2015
    Messages
    2,126
    Reaction score
    316
    • Community Content - Bronze 1
    Yes it's been bugged for some time now. Currently my course of action has been taking advantage of the strange quietness of the bugged AI in general and taking over systems without a fight. That and putting up tons of turrets and other surprises for later when they finally do work again. Although it'd be nice if the bugged AI was fixed so it wouldn't feel dead. >_>