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  #21  
Old October 28th, 2002, 03:31 AM
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Default Re: Ships Orders

Quote:
Originally posted by geoschmo:

However one 10K SDD will stop as many boarding parties as the enemy puts on their ship. And it has another use, eliminating those pesky maint costing ships that are out of fuel or damaged and out of reach of a yard. So like everything else there are tradeoffs. And there is nothing stopping you form using both.

Geoschmo
G...how does it eliminate the main costing ships? Can it auto-destruct?
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  #22  
Old October 28th, 2002, 03:43 AM
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Default Re: Ships Orders

Quote:
Originally posted by tbontob:
quote:
Originally posted by geoschmo:

However one 10K SDD will stop as many boarding parties as the enemy puts on their ship. And it has another use, eliminating those pesky maint costing ships that are out of fuel or damaged and out of reach of a yard. So like everything else there are tradeoffs. And there is nothing stopping you form using both.

Geoschmo
G...how does it eliminate the main costing ships? Can it auto-destruct?
I just mean that if you have a ship that's incapacitated and no space yard handy to repair or scrap it, you can end up paying a lot of maintenance while for a useless piece of scrap metal. If the ship has the SDD device on it you can give it orders to self destruct. The only time it does it automatically though is if a boarding ship tries to board it.

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  #23  
Old October 28th, 2002, 05:19 AM
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Default Re: Ships Orders

Have you confirmed this via a test? That is, the fact that "don't get hurt" orders for a fleet are ignored and the ships execute according to their own rules?

EDIT: I posted this after reading p. 2 im not really awake.

[ October 28, 2002, 03:27: Message edited by: Skulky ]
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  #24  
Old October 28th, 2002, 05:22 AM
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Default Re: Ships Orders

Quote:
So in my P&N game a ship with one Swashbuckler would have an attack equal to 12. (40 guys at 30% effective) and thus could not capture any ship with a crew quarter.
That is confirmed. Swashbucklers have an attack strength of 3. Crew quarters have a defense strength of 4. Ties go to the defender.
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  #25  
Old October 28th, 2002, 05:48 AM
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Default Re: Ships Orders

Quote:
Originally posted by Suicide Junkie:
quote:
So in my P&N game a ship with one Swashbuckler would have an attack equal to 12. (40 guys at 30% effective) and thus could not capture any ship with a crew quarter.
That is confirmed. Swashbucklers have an attack strength of 3. Crew quarters have a defense strength of 4. Ties go to the defender.
Actually what I found was that ties go to the attacker, but in this particualr case it wasn't a tie right? The defender had more strength?

EDIT: Of course that's assuming I am correct about the defense strength of the crew quarters. You appear to be saying equivalent to 16 marines (4 ability value), not 20 as I thought. I think I just confirmed that the ties do go to the defender though, so most likely you are correct. Would you care to commatn on any of the other points I mentioned and tell me if they are correct as well SJ?

[ October 28, 2002, 04:02: Message edited by: geoschmo ]
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  #26  
Old October 28th, 2002, 04:20 PM
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Default Re: Ships Orders

A single swashbuckler is not useless, it just requires a weapon to be used along with it

Space the crew by shooting a hole in the crew quarters, and then board the ship and take the bridge (if it is still there) with much less resisitance.

You can't win against trained crewmen, unless you have numbers, or they're in disarray and mostly dead/wounded from bombardment.
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  #27  
Old October 29th, 2002, 01:36 AM
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Default Re: Ships Orders

Quote:
Originally posted by DavidG:
Yup. I have tested this many times. It is easy to test. Start a new game build a couple small ships with DUC's, put em in the fleet with the Don't Hurt Me orders and attack the nearest planet. Then watch em die. Now try again and give the ships class default 'Don't Hurt me Orders' and it works OK
Yea, I can confirm this. I have sent Aaron a bug report about it.
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  #28  
Old October 29th, 2002, 02:01 AM
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Default Re: Ships Orders

Quote:
Originally posted by Skulky:
Have you confirmed this via a test? That is, the fact that "don't get hurt" orders for a fleet are ignored and the ships execute according to their own rules?

EDIT: I posted this after reading p. 2 im not really awake.
Yup. I have tested this many times. It is easy to test. Start a new game build a couple small ships with DUC's, put em in the fleet with the Don't Hurt Me orders and attack the nearest planet. Then watch em die. Now try again and give the ships class default 'Don't Hurt me Orders' and it works OK
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  #29  
Old October 29th, 2002, 02:03 AM
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Default Re: Ships Orders

Quote:
Originally posted by Suicide Junkie:
quote:
So in my P&N game a ship with one Swashbuckler would have an attack equal to 12. (40 guys at 30% effective) and thus could not capture any ship with a crew quarter.
That is confirmed. Swashbucklers have an attack strength of 3. Crew quarters have a defense strength of 4. Ties go to the defender.
Is there a reason for this? It would seem then that a single swashbuckler is pretty much useless?
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  #30  
Old October 29th, 2002, 05:24 AM
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Default Re: Ships Orders

Quote:
Originally posted by Suicide Junkie:
A single swashbuckler is not useless, it just requires a weapon to be used along with it

Aaaha! Slowly the fog starts to dissapate. Another 20 or 30 questions and I'll have these guys all figured out.
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