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October 28th, 2002, 01:18 AM
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Re: Analysis of boarding parties.
Quote:
Originally posted by dumbluck:
quote: Originally posted by geoschmo:
I have done some analysis and come up with the following definitive results regarding boarding:
Increasing the size or structure of crew quarters through a mod has no effect on boarding defense. Their strength is 20 per component, regardless.
Geoschmo
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Isn't that moddable in settings.txt? Not that I could see. Wouldn't really be any use. It would affect all races equally. If you wanted to do that you could just change the boarding and security comps.
Geoschmo
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October 28th, 2002, 01:28 AM
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Re: Analysis of boarding parties.
I just checked again, and you're right, it's not there. But I could have sworn it was...
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October 28th, 2002, 05:00 AM
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Shrapnel Fanatic
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Re: Analysis of boarding parties.
Crew quarters give 4 boarding defense points. It has been that way since SE3 or earlier.
Ties go to the defender.
Boarding attack/defense points are multiplied by four to get the default decription of the number of turrets/troopers.
The defense strength of Crew quarters can be increased or decreased by adding a "boarding defense" ability to the component.
Proof:
A) One (1) cruiser with 1 modded boarding party providing 21 attack points.
B) One (1) cruiser with 4 Level 1 Boarding parties (5 points each, total = 20 attack points)
C) One (1) cruiser with 5 crew quarters.
Cruiser B attempts to board cruiser C. It fails.
Cruiser A attempts to board cruiser C. It succeeds.
Thus, cruiser C has less than or equal to 21 defense points. It also has equal to or greater than 20 defense points. (Since ties give unknown results)
Thus, Cruiser C has either 20 or 21 defense points.
Since 21 does not divide evenly into 5 (five crew quarters), Cruiser C must have 20 defense points.
Since 20 vs 20 failed to capture, ties must go to the defender.
(sorry Geo)
[ October 28, 2002, 03:33: Message edited by: Suicide Junkie ]
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October 28th, 2002, 07:29 AM
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Re: Analysis of boarding parties.
My analysis:
Boarding ships are fun.  Just load a few BP Vs on board, and you're ready to go. Ships either get captured, or self-destructed. Either way, the enemy lost more than you did.
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October 28th, 2002, 03:45 PM
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Re: Analysis of boarding parties.
Quote:
Originally posted by Suicide Junkie:
(sorry Geo)
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SJ, why in the world are you sorry? My reason for doing this work and posting this was to clear up the confusion. I think I came close, but if there are inacuracies in my calculations, then I want to get them corrected.
However, since I am trying to write this from the perspective of a user and not a modder, rather than force calculations on them I will simply say the crew quarters offers a defense factor of 16. Does that make sense to you?
Geoschmo
[ October 28, 2002, 13:47: Message edited by: geoschmo ]
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October 28th, 2002, 04:21 PM
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Re: Analysis of boarding parties.
I altered the "boarding parties" entry (without knowing about this thread) and said that the crew quarters are destroyed in boarded ships.
Then someone (Geo?) changed it to this:
Quote:
The captured ship is not damaged by boarding. (unless it has a self destruct device)
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I'm sure I had it right. I observed it only Last night, several times. I don't have the game in front of me but can anyone prove it one way or the other?
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October 28th, 2002, 04:31 PM
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Re: Analysis of boarding parties.
I changed it. I have never seen that, and in all my tests the crew quarters are not damaged.
Perhpas you are playing with the P&N mod or some other mod in which crew quarters are given security station ability, and you have a weapon that damages these?
For that matter, maybe a weapon that targets security stations in the stock game will damage crew quarters. I don't know for sure. But the boarding parties themselves will not.
Geoschmo
[ October 28, 2002, 14:35: Message edited by: geoschmo ]
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