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  #1  
Old October 24th, 2006, 04:41 AM
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AngleWyrm AngleWyrm is offline
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Default Re: Boarding parties vs Security Teams

Yes, critical damage is affecting 0-crew ship.

I put twelve engines into a frigate with no quarters (0-crew mod), and in combat it only moved at a speed of 6. The attacker, also with twelve identical engines, moved at 12.
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  #2  
Old October 24th, 2006, 04:58 AM
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Default Re: Boarding parties vs Security Teams

All you have to do is add 1 point of CQ ability to the hull, then it will go full speed.
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  #3  
Old October 24th, 2006, 05:00 AM
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Default Re: Boarding parties vs Security Teams

EDIT: Correction (bad test run)The Master Computers are doing their thing; six engines = six speed.

Just tried a new test with Frigate hull that had no CQ and no Control requirement, plus the added ability of crew quarters 0. So far it acted like a critically injured ship.

EDIT:
Adding the one point of crew count to the hull did make it go full speed, but also made the ship invulnerable to boarding.

Really bizzare:
Just tried adding CQ ability(0) to a shield depleter, and it still didn't avoid the critical 1/2 speed. Maybe zero-crew is the cause of critical? Made Shield Depleter CQ(50) and it worked just like a crew quarters.

This leaves me with one more question: How come I can take over a ship with a Master Computer?

Summary of this test
If crew quarters are made with 0 crew capacity, ship goes critical
Master computers somehow manage to be 0 crew, but don't make the ship go critical
Ships with master computers can be boarded
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  #4  
Old October 24th, 2006, 06:14 AM
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Default Re: Boarding parties vs Security Teams

Adding the ability 'Master Computer' to a frigate hull made it fly normally (non-critical), and still allowed the boarding parties to take it over. Evidently the boarding parties don't have to destroy a master computer.

And since Toxic Injecters don't work anyway, one could abstract away the whole Bridge/Quarters/LifeSupport thing and simplify the vehiclesizes.txt at the same time.
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  #5  
Old October 24th, 2006, 06:55 AM
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Default Re: Boarding parties vs Security Teams

Master computer explicity removes the bridge/lifesupport/crew quarters requirement for moving full speed.
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  #6  
Old October 24th, 2006, 10:32 AM

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Default Re: Boarding parties vs Security Teams

Quote:
Suicide Junkie said:
All you have to do is add 1 point of CQ ability to the hull, then it will go full speed.

So will boarding capture work if vehicles are given 1 CQ ability so we can rid the component list of CQ's?
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  #7  
Old October 24th, 2006, 11:51 AM

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Default Re: Boarding parties vs Security Teams

Nope, it looks like you have to use a master computer ability instead.

In other words, the only way to make boarding parties work is to make all ships master computer ships.
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  #8  
Old October 24th, 2006, 03:39 PM
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Default Re: Boarding parties vs Security Teams

Until the bug is fixed, you could work around it by limiting ships to a single crew quarters, but having small/medium/large/etc sized crew quarters.
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  #9  
Old October 24th, 2006, 04:51 PM
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Default Re: Boarding parties vs Security Teams

So...

Essentially what this means is that SEV is backwards!
Only ships with "master computer" status can be boarded (which is somewhat silly - should require a different component/weapon at the least) and ships with crews cannot
be boarded.

So why not just flip flop everything so that things make
sense? Use the "master computer" ability on crew quarters
and use "crew" on master computers. that way boarding parties will still work on crew quarters but not on master
computers.
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  #10  
Old October 24th, 2006, 04:53 PM

RonGianti RonGianti is offline
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Default Re: Boarding parties vs Security Teams

Note: the manual states that Master Computers are not a protection against Boarding Parties. This is, apparently, by design.
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