Obstructing hidden ship does not trigger combat #4834
Labels
category:feature
The Issue/PR describes or implements a new game feature.
component:game mechanic
The Issue/PR deals with the currently used or planned game mechanics.
Milestone
Bug Report
It was reported that with current freeorion, hidden ships with passive blockade cant be countered if the stealth is high enough.
Triggering combat in this situation would allow to break the blockade.
Description
oberlus reported a feature request #4824 to counter this, but this issue IMHO a bug and more specific a regression.
The line of thought in many parts of the blockade code is that one is only able to blockade if one is able to attack (e.g. by firing warning shots to prove that ability).
If one wants to pass the blockade they should be able to attack to break the blockade (or ignore the blockade and maybe get extra punished).
Firing (warning) shots would decloak stealthed ships.
armed means here - the capacity to do some kind of damage to the mentioned target.
i.e. stealthed ships on "Defensive Hide" and "Passive Hide" fleet stance never initiate combat, but stealthed armed ships on "Initiate Combat" and "Obstruct Passage" do
ps: i am not sure how the initiating of combat by unowned/monster ships is currently handled in the backend, but i think for consistency it should respect monster fleet stance the same way as empire fleet stance is handled. Fleet stance changes can be scripted in FOCS if necessary.
ps ps: btw. pedia entries/references for/to fleet stance are in poor condition
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