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[Bonus Plugin] Defend Position Command
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moggy2



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PostPosted: Fri, 5. Oct 07, 03:24    Post subject: [Bonus Plugin] Defend Position Command Reply with quote Print

Name: Defend Position Command
Version: 1
Date: 27.07.2007
Scripter: moggy2

Overview:

When activated, the command causes the ship to wait at the specified sector position until an enemy ship comes within 10 km of the position. This ship will then attack. Once all the enemies have been destroyed the ship will then return to the same position (+/- a couple of km) and wait for more enemies.

Equipment:

The command is available on fighters and big ships when the Fight Command Software Mk2 is installed.


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jlehtone



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PostPosted: Wed, 17. Oct 07, 15:20    Post subject: Reply with quote Print

less is more Very Happy


Now it is time to plan the optimal defense in depth considering speed and OOS strength of ships involved.


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fud





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PostPosted: Wed, 17. Oct 07, 16:05    Post subject: Reply with quote Print

ooo, I like this one.

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jlehtone



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PostPosted: Thu, 18. Oct 07, 09:11    Post subject: Reply with quote Print

The beauty of this is that it simply calls the stock "Attack all enemies and land" without place to land and with fixed detection range. The stock game command has always allowed that use, but there has been no vanilla way to call it. XaiCorp is very good at making the existing functionality available to users. Very Happy


Defend Position is no better than the Sector Patrol against fast peaceful targets. Both will lock on that cruising Pirate Harrier, if it is in their detection range, and both will chase it. And the chance of Phoenix catching up a loitering Harrier (OOS) ...

But the Harrier has to come within 10 km from the Defended Position first, while the Patrol will start its wild goose chase miles away.


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brain13homepage





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PostPosted: Fri, 26. Oct 07, 08:57    Post subject: Reply with quote Print

Possible an spoiler ...
Spoiler

The Caiman Miner with several MDS and full shield
Spoiler

could defeat an group of pirates themselves,
I have seen one consisted of an Buster, and Falcon, and an Nova,
all defeated by it OOS.

Pretty awesome,
why would you need something like this,
when your freighters could deal with the problem themselves?

Yes, the command is still useful,
and I recommend use it for defense,
but there is another choice here.

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jlehtone



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PostPosted: Fri, 26. Oct 07, 10:04    Post subject: Reply with quote Print

brain13homepage wrote:
I have seen one consisted of an Buster, and Falcon, and an Nova, all defeated by it OOS.

But have you seen a Xenon P patrol eat 2.5 GJ of shields from a Raptor before the Raptor dealed with them? More than once?

If you beat 2 GJ of shield from a TS, what is left?

The Almighty Random Number Generator is the god of OOS combat. Your offer of young dove might please it once or twice, but even the sacrifice of all of your lifestock does not garantee its enduring grace. Goner

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brain13homepage





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PostPosted: Fri, 26. Oct 07, 13:36    Post subject: Reply with quote Print

Well. the P Patrol would travel expectable path,
they would travel between two Xenon sectors,
thus the path is predictable.

This fact (at least for me) indicates that the far west of the X-universe,
would be of little Xenon activities then.

Out of the path, and there would only be Pirates, or the Clusters,
unless an Destroyer and an Carrier jump in decided by the God engine,
that would be safe

I have no sector patrol, but PPC is quite powerful OOS I know,
and IS they would eat the hull soon, very soon.

Since every asset I lost due to Pirate attacks
I have little experience defending against the Xenon.

But I do have destroyed two P Patrols in an Argon Buster
Thanks to Goner Salvage Insurances.


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plw





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PostPosted: Fri, 26. Oct 07, 18:56    Post subject: Reply with quote Print

I find that the P patrols are fairly slow and cumbersome and do not present as much as a problem as the LX. I always set about those first. Any tips?

brain13homepage wrote:
Well. the P Patrol would travel expectable path,
they would travel between two Xenon sectors,
thus the path is predictable.

This fact (at least for me) indicates that the far west of the X-universe,
would be of little Xenon activities then.

Out of the path, and there would only be Pirates, or the Clusters,
unless an Destroyer and an Carrier jump in decided by the God engine,
that would be safe

I have no sector patrol, but PPC is quite powerful OOS I know,
and IS they would eat the hull soon, very soon.

Since every asset I lost due to Pirate attacks
I have little experience defending against the Xenon.

But I do have destroyed two P Patrols in an Argon Buster
Thanks to Goner Salvage Insurances.


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brain13homepage





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PostPosted: Fri, 26. Oct 07, 21:32    Post subject: Reply with quote Print

Spoiler

Mass Drivers
Spoiler


That is the answer.

Without them, it is almost impossible to defeat an single LX with an M4,
I tried it, never make it without that, especially there are other Xenon ships nearby.

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jlehtone



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PostPosted: Mon, 29. Oct 07, 11:33    Post subject: Reply with quote Print

Fighter set to 'Defend Position'. Has four escorts. All five form a GMS Group. Three "Attack target of Lead" and one "Protect Lead". In sector.

Lead seems to have task 'Defend Position' and action 'None'. A red (KM3) shows up next to the group and shoots two escorts. On sector map the assaulted ship and the lead flash red. No observed reaction from the Lead (or the rest of formation). (Then again, "observation" was to look at sector map. Broken asteroid there, with mineral collectors, so choosing a view that renders 3D might be fatal.) Finally told Lead to "Attack all" for a while to get rid of that foe.


Two possible explanations:
1. The "Attack all enemies and land" loop was in its "wait a minute" step. Thus, the lead was eating his donut and rather unobservant.
2. There are over hundred ships in sector. Occasionally all combat scripts can "lose their marbles" during those furballs.


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PostPosted: Sat, 3. Nov 07, 09:44    Post subject: Reply with quote Print

jlehtone wrote:
Two possible explanations:

Embarassed Headbang
3. No installed weapons.

They defended quite well against continuous Kha'ak attacks for couple hours considering they were completely unable to harm their opponent. (There were other, armed groups to do the cleanup.) Cool Only 4 out of 20 of this "unintentional distraction force" were shot before I spotted my error.

"Attack .." does start by checking if the ship has laser-energy (ie installed gun). But it checks only at start, so one can remove the gun after the command enters its main loop (to force use of missiles).

Would it be silly to check for gun on the start of "Defend Position"? After all users are, how to put it politely, ... Rolling Eyes


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FalconGrey





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PostPosted: Wed, 7. Nov 07, 01:55    Post subject: Reply with quote Print

jlehtone wrote:
jlehtone wrote:
Two possible explanations:

Embarassed Headbang
3. No installed weapons.


Rolling on the floor laughing

been there... Embarassed


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