Thanks for the clarification. All that makes sense except one thing was vastly different in my experience. This had to do with Xenon M6.Gruber1232002 wrote:Yes, they would join the fight at deck 3, IF your marines were still alive at the time.lordmuck wrote:Sec so let me get this cleared up say I sent 21 marines out, at for example deck 3 im down to 3 marines. If I have more marines on my M7M say another 10 and launch them would they then help the other 3 if they survive until the 10 get to the target ? would they start at deck 3? (never tried it)
In a boarding op, the computer compares your fight value to the ship's fight value. I assume a random modifier is rolled for each fight value a couple of times per deck. If the adjusted fight values are similar, you lose some marines, and the ship loses some marines. If the ship's adjusted fight value is much higher than yours, only you lose marines, whereas is your adjusted fight value is much higher only the ship loses marines.
Xenon work differently than other ships. Since the xenon don't have marines they can't lose any. If you have similar adjusted fight values, you lose marines. If you have much lower fight values, you lose a lot of marines. Your adjusted fight value has to be much higher on every roll to keep your marines alive. As soon as you lose a marine you are almost guaranteed to lose more in a hurry because your adjusted fight value drops. The lower it gets the faster your guys die. As I understand it and as Catra mentioned, it goes like this.
M1/2/7
Deck 1, 1600 fight points, 80%
Deck 2, 1500 fight points, 75%
Deck 3, 1400 fight points, 70%
Deck 4, 1300 fight points, 65%
Deck 5, 1200 fight points, 60%
M6
Deck 1, 400, 80%
Deck 2, 375, 75%
Deck 3, 350, 70%
After many many experiments, and as you have noticed yourself, your adjusted fight value can't get into the much higher than xenon value range using only 2000 points, (20 maxed marines). You need 2100 points (21 maxed marines) just to be able to reach the survival range vs xenon. That is why in my experience, most of the reloads occur on decks 1 and 2. I have no idea how the # of successful boarding ops affects anything. I think mine have 10-20 successful ops in their stats because I rotated marines in my training program. KLF07 feels that it makes a difference so there's probably something to it.
When boarding a xenon M6, you need 600 points, (6 maxed marines)
In short, you need every last point you can get when you board the xenon. Sleepy-head used 1995 points out of a possible 2100. I've never been able to do it using 2000, so I'm not surprised.
I'll just point out that if you had 3 marines left on deck 3, you are rolling an adjusted 300 vs an adjusted 1400. Your guys will last a whole 3 seconds, so in reality the next wave would never make it in time, and they would start from 'cutting hull'.
KLF07 has done it with 2 M7M's. It sounds reasonable to me, but I would worry about the weird glitches where only 1 M7M launches, and the other takes its time. The M7M's would also have to be similar distances from the target, or half the group wont arrive on time. I have never tried it that way, so if you try it I would ask KLF07 for advice.
Happy xenon pirateing...
![]()
![]()
![]()
Oddly enough, my first xenon capture (not counting fighters) was a PX. Back then I had crap marines. I am sure no one was at 100, I hired them at 3 stars and up so they were probably between 3 to 5 stars but none at 100. If my memory is correct, I got that PX with 6 marines, saving/reloading on each deck, without losses and it was maybe 45 minutes of reloading. I don't know if it was freak luck. But if the numbers worked the way you stated, no amount of luck would help 6 mid level fighting marines.
So I don't know why the capping of my PX went that way. But the rest of all your numbers and speculations are likely dead on. It is just down right impossible to clear Deck 1 without losses with "only" 20 marines each with 100 fighting.
One thing I want to know, lets say I do get a Siroko and send in 21 marines, how many hours of reload am I looking at if I want no losses on a Q?
One other, OTHER thing : after having done numerous numerous ooodles of reloads, I'm finding that each reload seems to add to the length of time it takes for a subsequent reload, almost like a memory leak (but not exactly of course). You guys experience this as well?