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September 29th, 2005, 03:49 PM
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Corporal
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Join Date: Jan 2005
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Re: Master Computers, Combat Movement, & Boarding
Quote:
inigma said:
Has anyone ever tried boarding and subversion as an overall fleet doctrine before? Did it work well?
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Thanks to the ease of getting self-destruct devices: No. I haven't played with psychic much, but it seems the only way the Plauge would work long-term is to hope that it shoots out the self-destruct devices before the boarders arrive. There's also the fact that all boarding parties on a ship are expended in an attempt to board, regardless of how many are actually needed.
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September 29th, 2005, 06:11 PM
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Sergeant
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Join Date: Sep 2005
Location: Colorado, USA
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Re: Master Computers, Combat Movement, & Boarding
Quote:
There's also the fact that all boarding parties on a ship are expended in an attempt to board, regardless of how many are actually needed.
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Are you sure? I was running the simulator multiple times and I believe my boarders were able to board several times, even after failed attempts.
Forcing self destructs on enemy ships sounds like a nice idea for The Plague. It fits right into their theme.
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September 29th, 2005, 07:10 PM
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Corporal
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Re: Master Computers, Combat Movement, & Boarding
That's how it's always worked for me. Form what I understand, the simulator isn't a 100% reliable indicator of what will happen in actual combat for some reason.
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September 29th, 2005, 08:23 PM
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Shrapnel Fanatic
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Re: Master Computers, Combat Movement, & Boarding
It is a confirmed feature that all boarding parties are lost in any boarding attempt, successful or not.
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September 29th, 2005, 11:29 PM
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Sergeant
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Re: Master Computers, Combat Movement, & Boarding
drat. well, how does one get them back?
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September 30th, 2005, 02:59 PM
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Major
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Re: Master Computers, Combat Movement, & Boarding
Actually, its small size makes emissive armor less likely to be hit. It's just that when it does get hit, it's not tough enough to survive the hit.
A component's probability of being hit is directly proportional to its structure. Emissive armor has 50 structure, Crystalline has 150, so any individual piece of emissive armor is 1/3 as likely to be hit on any given shot as any given piece of crystalline armor. If there are 10 crystalline armors (minimum to get maximum immunity) and 1 emissive, each hit has a 1/31 chance of hitting the emissive armor.
Going with my usual combination of having 2 backup emissives, hitting an emissive armor when everything is still intact has a probability of 1/11. Once one emissive is destroyed, hitting another is 1/16. On average, it will take 11+16+31 = 58 hits with weapons that do less than 180 damage to destroy all 3 emissive armor components and bring the damage immunity down to 149. Meanwhile, the presence of emissive armor is taking 30 damage off of every hit the ship takes.
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September 30th, 2005, 03:13 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Master Computers, Combat Movement, & Boarding
Quote:
douglas said:
Actually, its small size makes emissive armor less likely to be hit. It's just that when it does get hit, it's not tough enough to survive the hit.
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Unfortunately, that only applies to internals.
Components with the Armor ability are killed weakest-first.
There is a very slim chance of stronger armors being taken out early, but in the vast majority of cases, the tiny armor dies first.
Leaky-armor does not have the armor ability, and so it counts as internals. That's why large leaky armors get hit more often.
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