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October 28th, 2002, 05:22 AM
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Shrapnel Fanatic
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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.
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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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October 28th, 2002, 05:48 AM
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National Security Advisor
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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.
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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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October 29th, 2002, 02:01 AM
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Lieutenant Colonel
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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.
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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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October 29th, 2002, 02:03 AM
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Lieutenant Colonel
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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.
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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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October 28th, 2002, 04:20 PM
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Shrapnel Fanatic
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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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October 29th, 2002, 01:36 AM
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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
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Yea, I can confirm this. I have sent Aaron a bug report about it.
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October 29th, 2002, 05:24 AM
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Lieutenant Colonel
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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
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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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