cc bee wrote:
thought i read somewhere that offence figs attack at 1.25 : 1
is that true (memory problem

1:1 for sector, less ship attack odds (e.g. 5:1 subzero edit will destroy around 5 figs for every 1). However since it's offensive it's still 1:1 less the randomness associated with offensive attacks.
cc bee wrote:
seems everyone prefers def. figs in a grid.
would not the offence odds of the ship attacking the fig play into the formula?
I personally prefer offensive because of the potential to set off torps /SD pods and Lowbies without taking a align hit (vs. Defense which has the opportunity to hang a ship/pod).
Offensive sector figs vs. defensive ship tends to be kinda rough. (e.g. 1:5 xyz ship rolls in it takes up to 5 offensive figs to reduce 1 ship fig) which is why high offensive ships using gridders that don't holo are fun to mess with.
cc bee wrote:
(maybe i am thinking of military reaction off planet - figs attack at 1.25 : 1)
straighten me out, my current ceo demands def figs.
i prefer off. figs
????
cc bee... out
Your viewing from a ship perspective vs. the sector perspective which is always true 1:1 odds before multipliers and entropy. Traditionally IMHO it helps to think of everything within the game as having a stack or activities that happen in a certain sequence (less so with V2).
When entering a sector there is a specific set of activities that happen prior to you actually being moved to that sector by the game server.
For example:
You initially enter a sector, Mines explode, Debris % avoidance roll happens, Offensive Figs attack, Planetary Cannon fires, Defensive Fig prompt occurs, If your still alive you finish entering the sector. (or something to this extent, I've havn't played in years)
This finite detail in the sequence is why some of the old school players who scripted continued to play after development ceased. Writing scripts around this sequence to assist with movement, offense and defense offered complexity to a otherwise non-complex game. (e.g. timing a response to occur after one event but before another.)
Disclaimer: Version 2 removed allot of this, but still keeps the odds stuff
cc bee wrote:
When retreating from def. sector figs... will photons self detonate?
Not unless the ship retreats into offensive figs or a debris/mines
cc bee wrote:
Most certainly off. sector figs will detonated a ships photon.
sometimes - it is not a guarantee, space debris is much more efficient at causing a detonation that offensive figs are.
cc bee wrote:
Are there other benefits to be experienced? Perhaps it is dependent upon the situation/game edit. Read somewhere years ago,that off. sector figs will eventually erode alignment, is that true.
Alignment is only a factor when the figs are defensive, if memory servers the TWCabal has the exact numbers but it's like x% for every 1k figs.
cc bee wrote:
Stretch the explanation a bit, are there benefits other than mongoose's correct explanation?
Alien corralling, stupid alignment tricks and pdrop/ptorp notification in older versions of TW-2002 software (e.g. V1 vs V2)
Preventing Aliens from leaving ferrangal by overwhelming their ability to move safely with sector figs. (disclaimer:doesn't always work)
Laying defensive figs around stardock with the express intent to swing a players alignment. (e.g. Delaying/Preventing a corp from fielding a red player)
Notification used to occur early in the event stack, unfortunately with the common timing in V2 that is no longer the case.