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Adventures in wing command
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DrSuperEvil





Joined: 02 Mar 2018

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PostPosted: Sun, 2. Sep 18, 10:56    Post subject: Reply with quote Print

Tornado Missiles may be dumbfire but against large slow targets they are unlikely to miss and deal up to 400k damage while the factories make a lot of them.

I prefer Thunderbolt Missiles over Tempest Missiles due to factories making more per hour.

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JJRSC





Joined: 16 Dec 2013



PostPosted: Mon, 3. Sep 18, 03:30    Post subject: Reply with quote Print

"So I launch them at the first cop and one of them promptly pastes into the side of the Cerberus."

Reminds me of when one of my STs was in trouble, so I jumped one of my remote "RRF" Griffons into the sector to help out. Once it jumped in, it detected pirate ships right there and the Griffon's nine fighters - set to protect the Griffon - launched automatically. And seven of them smashed into the inside of the Gate and blew up. Evil or Very Mad

Good times. Evil or Very Mad

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jlehtone



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PostPosted: Tue, 11. Sep 18, 17:56    Post subject: Reply with quote Print

Timsup2nothin wrote:
I took a xenon patrol mission ...

Which spawns multiple waves of enemies (less, if you kill them quickly).


Convoy Escorts spawn waves too.
Wiki https://www.x3wiki.com/index.php/Escort_Convoy says:
Quote:
[enemy:] anything from M5s to Capital-class ships, depending on combat rank

Do these missions OOS and you should have an easier time getting the convoy to actually move through the gate.

Took some back in early X3TC and found them indeed futile. Now I've administered couple Dual Convoys in X3AP. Strictly OOS.

Commanding wings OOS is different: no collisions to worry about. Worst threats have been the M5, for they easily phase through your forces and can oneshot the Freighters.


The wiki says: "depending on combat rank". I saw waves starting from M5/M4/M3 to M6 Osprey with fighters.

M6. That is no Capital.

I did allocate a M1 Raptor for each Convoy. If player's fleet had a say, M1 would not spawn M6, would it?

My Combat Rank is Xtreme. If that does not spawn Capitals, then what does?

I sat in my M6. A ship that never saw the Convoys that I had pledged to protect. Would a Cerberus or Griffon invoke something thicker than Pirate Osprey?

As is, 9 fighters from Griffon should cover a Convoy, given appropriate instructions. A (limited) learning opportunity.


Has anyone else bothered to tally the enemy strength on Convoy Escort?


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Alan Phipps
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PostPosted: Tue, 11. Sep 18, 18:24    Post subject: Reply with quote Print

A very vague memory of mine that might (or might not) be correct/relevant: I think I recall somebody saying that the mission enemy wave strengths might be based on a points system derived from mission difficulty, player ranking and player ship strength. The RNG could decide to spend the available enemy wave points total on one or a few capitals, on lots of small ships, or on any combination of enemy ships in between that met the allocated points. Of course that could all be nonsense though.


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DrSuperEvil





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PostPosted: Wed, 12. Sep 18, 02:04    Post subject: Reply with quote Print

That is a correct summary of the OBS system. Not sure if different fight type missions have caps on the classes of foe able to spawn though.

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SirNukes





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PostPosted: Wed, 12. Sep 18, 06:38    Post subject: Reply with quote Print

jlehtone wrote:
Has anyone else bothered to tally the enemy strength on Convoy Escort?

Dual convoy missions pick enemy ships in the "U.183 Raiding Parties" script. That caps out at M6, and selection is based purely on player rank. Mission difficulty is used to give enemies more engine tunings and spawn more enemies per wave.

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ConorC





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PostPosted: Wed, 12. Sep 18, 11:28    Post subject: Reply with quote Print

The wing system in X3TC always annoyed me. I always found it very fiddly and the issues of ships crashing into their mothership, and themselves always drove me nuts.

But I love carriers spewing out large amounts of fighters to go pop some fools. So in my current game while I don't yet have a dedicated large carrier, I have an Elephant and two TMs, all running the CODEA script by Lucike. I LOVE this script. it's in depth, it's not just a fire and forget script, although it's very good at that, you do have to manage it but it works really well and my enthusiastic flyboys have never faceplanted themselves into the side of their own ship, or their buddies' ships.

Early on in my current game I got myself a cheap TM, kitted it out with four captured M3s and set up the CODEA script to run the M3s while I flew the TM, I think a Zephyrus, and I pretty much owned all combat missions. I only ever lost a couple of fighters, and that was to quite a large Xenon group.

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jlehtone



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PostPosted: Wed, 12. Sep 18, 22:34    Post subject: Reply with quote Print

SirNukes wrote:
Mission difficulty is used to give enemies more engine tunings and spawn more enemies per wave.

Then you should guess the followup question:

Old hands at the bar keep repeating the tale how they ferried a Boron RIP (Really Irritating Passenger) and encountered overtuned Pirates.

Is there any chance that there are still Raiders in the Sky who would ignore speed regulations, yet have enough common sense to bail? I.e. could an Impossible Convoy face capturable and overtuned ships?

Early in the game such opportunity could make Escort missions somewhat rewarding.


Wing(s) can be left to mop up the Muggles.


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SirNukes





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PostPosted: Wed, 12. Sep 18, 23:55    Post subject: Reply with quote Print

jlehtone wrote:
Is there any chance that there are still Raiders in the Sky who would ignore speed regulations, yet have enough common sense to bail? I.e. could an Impossible Convoy face capturable and overtuned ships?

Here's a quick copy/paste:
Code:
<add_equipment object="{param@Cue}.Temp Ship">
  <ware typename="SS_WARE_TECH213" min="( ({object.equipment.SS_WARE_TECH213.maxcount@{param@Cue}.Temp Ship}-{object.equipment.SS_WARE_TECH213.count@{param@Cue}.Temp Ship}) * (1+{param@Difficulty}) ) /12" max="{object.equipment.SS_WARE_TECH213.maxcount@{param@Cue}.Temp Ship}-{object.equipment.SS_WARE_TECH213.count@{param@Cue}.Temp Ship}"/>
</add_equipment>

So, assuming 'impossible' has a value of 6, then this shouldn't be able to over-tune ships for convoy missions.

Some other mission types can use different tuning logic. I seem to recall the Follow Ship missions making ovetuned ships, but checking the code doesn't back that up. Perhaps some of the overtunings were patched out at some point.

Anyway, if you do find an overtuned ship and go to capture it, the KC DowngradeTakeOver() function runs upon pilot ejection to strip a lot of the ship's gear. For various wares (other than lasers/shields/missiles), the ship will keep a double randomized amount of a ware, (random(random(ware_count +1) +1)), around 25% on average. For a slightly overtuned ship, there is only a small chance that it would keep enough tunings to stay overtuned after capture.

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