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Father Cajone
Lieutenant J.G.
Joined: Wed Apr 18, 2001 2:00 am Posts: 480
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I seem to remember a discussion in a large game awhile back that the distance a pod will flee is related to the X range of the ship that was destroyed. Does anyone have any information about that or is that just an idea with no merit? Thanks
_________________ You are forgiven...now warp out and sin!
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| Sat Nov 29, 2003 7:55 pm |
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Father Cajone
Lieutenant J.G.
Joined: Wed Apr 18, 2001 2:00 am Posts: 480
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Okay....I had two differnt things confused. Pod should flee to sector that was used to enter another sector (i.e. entering secor 598 from 3268 would flee back to 3268) correct? And if podded by a planet dropping in with interdictor and Q's on the pod should end up at Terra correct? What happens if ship gets podded on other side of a one-way? I think the conversation in that other game might have had something to do with how far a ship will go if it is towed at extern and somehow I got the 2 issues confused in the meantime. So there are two issues instead of just the one about pods.
_________________ You are forgiven...now warp out and sin!
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| Sun Nov 30, 2003 2:14 am |
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galaxi
Warrant Officer
Joined: Thu Sep 25, 2003 2:00 am Posts: 80 Location: USA
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You know, I too, would like the specs on these two issues. I might even have been in that conversation you speak of, FC, was it the one during HHT?
"Back in the day" the pod could flee 8 sectors I think, I remember hutning trips when we podded someone in Fed and then had to chase down the pod with probes because in low turn games it wasn't always feasible to just surround fed on a moment's notice. And we used to search everything to 7 hops out (the sector he lost his ship in was 1 so 7+1 is 8 total).
As far as towing range goes, it's my understanding that when the Feds tow you, you could be placed ANYWHERE in the game that has a straight line from the sector you were towed from. So if there isn't an amtrack active, or even ONE SECTOR was left unfigged, the ship "gets out" and could be literally almost anywhere. In practice, if the MSL's are heavily surrounded, most towed ships still end up in the MSL's, so the game must try X number of paths before finally just dumping you somewhere easy like an MSL.
Perhaps Harley or JC could post here to clarify this matter for us? Or maybe someone else that KNOWS FOR SURE. =)
Thanks in advance,
galaxi
_________________ Any sufficiently advanced tradewars strategy is indistinguishable from cheating.
--self quote, 1995
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| Sun Nov 30, 2003 10:54 pm |
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Didaskalos
Chief Warrant Officer
Joined: Sat Oct 19, 2002 2:00 am Posts: 156 Location: USA
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http://www.tradewars2002.net/html.php?link=11
best article on pod fleeing, by arguably the smartest player in TW.
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| Sun Nov 30, 2003 11:05 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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That is mostly right, however, I've noticed in play that pods tend to try to flee to empty sectors. So if they game is 99% figged, even if you own half the sectors, your pod probably won't flee when podded by another player.
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| Mon Dec 01, 2003 12:08 am |
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Cherokee-TLTT
Ensign
Joined: Sat Jan 19, 2002 3:00 am Posts: 214 Location: USA
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Dr. Bad wrote that article based on TW 3.11.54 -- in 3.11.55 pod fleeing was changed (in my opinion, for the worse), as Harley points out, so that pods try to flee to non-figged sectors. I hope pod fleeing is "fixed" whenever 3.11.56 comes out, allowing your pod to flee to your own fighters.
_________________ Cherokee
The Lost Traders Tavern
http://tavern.homeip.net
Deployed Fighters Report Sector 911: Cherokee's Imperial Starship entered sector.
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| Mon Dec 01, 2003 1:37 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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Well, prior to .55, your pod treated your own fighters as enemy fighters. That is, your pod wouldn't flee past them even if the rest of space was wide open. The way it is now is better than that, but still not where it should be.
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| Mon Dec 01, 2003 7:50 pm |
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