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[FAQ
Forum Index » » Beta Testing Discussion » » Ship Capturing changes...
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 Author Ship Capturing changes...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-02-11 20:05   
I changed the ship capture code, so that for each units unloaded onto an enemy ship runs a small chance of capping the ship. If the unit fails to capture the ship, then it destroys one ship device.

Base chance for a unit to capture a ship:

Engineer 11%
Supply 11%
Transport 8%
Scout 11%
Frigate 8%
Destroyer 6%
Cruiser 3%
Dread 2%
Station 1%

The unit experience can give up to 10% bonus to the roll...

-Richard

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Richard -Faustus- Lyle
Lead Programmer - DarkSpace
www.darkspace.net / www.palestar.com


[ This Message was edited by: Faustus on 2004-02-11 20:07 ]

[ This Message was edited by: Faustus on 2004-02-11 20:09 ]
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-02-11 20:07   
Is the device that is destroyed random? Or does it follow the current "order," as it were (jump drive then STL drives then weapons).
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-02-11 20:10   
Device destroyed is 100% random...
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-11 20:14   
Is the capture chance applied if there are defending infantry?

~edit~

I think the Scout chance should be higher.. it's not like infantry is ever gonna hit a scout anyways.

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[ This Message was edited by: Sandalpocalypse on 2004-02-11 20:14 ]

[ This Message was edited by: Sandalpocalypse on 2004-02-11 22:12 ]
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-02-11 20:16   
Units cannot attempt to capture the ship or destroy a device until all defending units onboard have been destroyed. Atleast, thats how it should be working, someone please test and make sure this is the case.

-Richard
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-02-11 21:34   
That's the percentage for each inf, right? It adds up correct?

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[ This Message was edited by: Bobamelius on 2004-02-11 21:34 ]
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-11 22:05   
Well, I suffered many problems attempting to test this. I did in fact confirm that ship capture works. I couldn't capture Neo*The*Wicked's frigate when he was cooperating with me, and that was about 10 consecutive veteran infantry- no more than one at the same time. He did confirm that the system damage works. Later, there was a K'luth Shell destroyer that wouldn't talk and just kept shooting my engineer, so I used him as a test subject and was indeed eventually able to capture him. I believe I landed 1 group of 4 vets, after which he moved away a bit (system damage I think), then a single vet, then a group of 4 vets, after which he captured. A message showed up, with my name and his, and his ship sat for a second and then jumped to gate. As normal. However a couple bugs make it very hard to use and test.

A) Infantry pods are seemingly affected by the splash damage of AM torps. Heehh..

B.)If there is a friendly infantry unit on the target, ANY friendly infantry, even just 1, you cannot unload infantry on to the target, manually or via the U key. <--- big headache. Note that if there are no infantry on the target, you can still unload infantry onto it, even if you have infantry in flight.

C.) That old rascally all-but-one-infantry-vanishes-when-a-group-lands-at-the-same-time


Due to the problems caused by the bugs and the lack of a cooperating target i was unable to later test if infantry could capture "through" defending infantr.

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[ This Message was edited by: Sandalpocalypse on 2004-02-11 22:06 ]

[ This Message was edited by: Sandalpocalypse on 2004-02-11 22:07 ]
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Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2004-02-11 22:08   
Will friendly infantry on the ship be able to defend against the invaders?
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-11 22:10   
Supposedly, yes, but we still need to test it.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-02-11 22:35   
Quote:

On 2004-02-11 22:08, Sopwith Camel {C?} wrote:
Will friendly infantry on the ship be able to defend against the invaders?



Quote:

From Faustus:
Units cannot attempt to capture the ship or destroy a device until all defending units onboard have been destroyed.




So that would be a yes.

PS - It might help to read the ENTIRE thread before replying, in case your question has already been answered.
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Ash'elth
Grand Admiral
Galactic Navy


Joined: June 07, 2002
Posts: 1128
Posted: 2004-02-11 23:15   
Just a comment:

A station and a dread both have a ~60% capture chance if you unload 6 elites *neglecting defenders*. Meaning it's actually no more difficult to campture a station than a dread.

Maybe a 50% experience penality or something to the capture %age should be assigned to station?
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Captain Caveman
Cadet

Joined: October 12, 2002
Posts: 668
Posted: 2004-02-12 05:11   
Quote:

On 2004-02-11 23:15, Ash'elth wrote:
Just a comment:

A station and a dread both have a ~60% capture chance if you unload 6 elites *neglecting defenders*. Meaning it's actually no more difficult to campture a station than a dread.

Maybe a 50% experience penality or something to the capture %age should be assigned to station?



I'm hoping that the percentage chance to capture a ship is not cumulative, i.e. 6 elites will not equal 60%, but is actually something like:

0.9^5 (chance to fail in capturing the ship with your first 5 elites) * 0.1 (chance to capture it with your last elite) +
0.9^4 (4 failures) * 0.1(5th elite succeeds) +
0.9^3 (3 failures) * 0.1 (4th succeeds) +
0.9^2 (2 failures) * 0.1(3rd succeeds) +
0.9(1st fails) * 0.1(2nd succeeds) +
0.1(1st succeeds) = ~0.47 (47% chance of capture)

Even that figure is too high. I think you need to keep the bonus percentage alot lower than 10%, unless you actually mean 10% of the base chance to capture the ship (10% of the dreads 1% would actually equate to 0.1%, for an engie that would be 1.1%). That would seem much more plausible. Say if Vets had a 3% bonus, hardened a 6% bonus and Elites a 10% bonous, then you'd get something like this

Engineer 11% (1 vet = 11.33%, 1 hardened = 11.66%, 1 Elite = 12.1%)
Station 1% (1 vet = 1.03%, 1 hardened = 1.06%, 1 Elite = 1.1%)

Doing it this way would give 6 elites only a 6.5% chance of capping a station (without any defenders), which seems alot more realistic than 60%.

If capping chances are too high, I can just imagine hoards of trannies roaming the mv capping every dread and station with ease, which isn't a pleasant thought.

[ This Message was edited by: Captain Caveman on 2004-02-12 05:12 ]
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NoPants2win
Cadet

Joined: February 23, 2002
Posts: 1275
From: Poorly ventilated paint storage facility.
Posted: 2004-02-12 06:29   
Ash, your math is faulty, in fact, it gives me pain to look at it.

Caveman- In an actual situation, there will be defending infantry to be reckoned with first, and correct me if Im wrong, point defense.
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-02-12 07:56   
No unit chances do not accumulate... The best chance an "Elite" infantry has of capturing a station is around 11% chance.

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Lead Programmer - DarkSpace
www.darkspace.net / www.palestar.com


[ This Message was edited by: Faustus on 2004-02-12 07:56 ]
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-02-12 09:37   
just had a though after reading the R.S.Pear fiction
inf has a low chance of capping a undamaged ship beacause basically theres no open doors for the inf to just waltz on it, they'd have to find a boarding hatch and cut through that or cut through some other part of the hull.
now lets say you have a ship...how about an AC, that is in or has just jumped out of some heavy combat and is down to 45% hull, well theres bound to bee some holes in the hull that the inf could get through, then they'd just have to cut through interior bulkheads to get to the bridge or wherevever.
add to that, that after a long slugging match the crew would probably be fatigued(sp?) and any inf onboard for defence would probably be engaged in damage control or something.

one-liner: as the hull damage goes up, the chances of inf capturing the ship should go up
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