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Old July 10th, 2004, 08:27 AM
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Alneyan Alneyan is offline
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Default Re: Stupid troop transports that don\'t drop troops...

With some more testing... You *can* make your ship fire its weapons against the planet and still capture the said planet, but it will behave like a Troop Transport (meaning it will not do any capture before all weapon platforms are gone, unless there are no "proper" warships in the battle). So your ship will rush to the planet, fire its weapons as they become available, but its main purpose is to capture the planet. If the capture fails, it will either try to glass the planet (if acting as a warship) or flee (if a troop transport)

It might be useful for you Trooper, if you intend to use such ships as "stand-alone" troop transports. If so, Drop Troops/Optimal Range works fine, but the ship will attempt to glass the planet if the capture fails. Besides, the ship will remain at range 1, meaning it will take a lot of punishment from the remaining platforms. The secondary strategy doesn't matter one bit to the ship by the looks of it, as "Optimal" doesn't mean "next to the target" Last time I checked.

Otherwise, Drop Troops/Drop Troops should force your ship to behave as a Troop ship (allowing it to flee if it cannot capture the planet, while stile firing its weapons as targets become available).

Aiken, the option "Stop firing when all weapons are gone" is said to be broken under SEIV. I have never toyed around it much, so don't quote me on that. At least, it seems like your warships *will* destroy crippled ships with no weapons left once there are no other targets, and they will only left powerless ships alone if there are other targets available.
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