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Privateering Bug?? |
The_Enforcer (The Vindicator) Fleet Admiral
Joined: March 05, 2010 Posts: 163 From: another dimension
| Posted: 2011-07-31 05:02  
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I've dropped 110 infantry on a pirate station before it capped. That's 11 full transport loads.
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I think he used like tons of Greens
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2011-07-31 05:19  
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| On 2011-07-31 05:02, The_Enforcer (the Dreadful) wrote:
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| I've dropped 110 infantry on a pirate station before it capped. That's 11 full transport loads. |
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I think he used like tons of Greens |
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That's the wrong strategy.
To capture pirate station, you just need one full transport, follow the instruction:
Step 1: Since success capture doesn't depend on number of survival inf on the ships (in the other way, 1 is same as 10). Station usually has 2 normal inf when it spawns. Therefore, drop 2-3 heavy inf on Pirate station per turn is enough.
Step 2: The capturing progress takes time. Hence, wait about 1-2 minutes before repeating step 1..
Thus, you have at leasat 5 chance to capture pirate station with full transport. Happy?
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2011-07-31 09:10  
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On 2011-07-31 01:17, GiggaShadow wrote:
u can cap admins. I have, I have capped Gejah a few times. unless she is not admin.
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Yes, I am obviously an admin.
Although I'm fairly sure my ship has been captured once, maybe twice ever?
[ This Message was edited by: Gejaheline on 2011-07-31 09:12 ]
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Princess Celestia Marshal
Joined: July 03, 2011 Posts: 165 From: The Crystal Empire.
| Posted: 2011-07-31 10:19  
heres a nice little tidbit of infermation. its easer to cap other players in the scenario server because they do not except it. how ever after you cap one of them they will all carry inf. i capped a players ICC dred. all ya have to do is make sure your on top of them so there PD has less chance of pickin of the pods. dont just hit U and unload them all.right click unload them whil ontop of them till it wount let you any more. so ya thats what ive discoverd. oh ya and for caping in the meta never go for dreds and stats unless there AI. mostly because they are very likely to have all but one of there cargo spaces taken up by inf. stats usually have lett inf. however crusers and below usually get ignored by people tryin to cap. so they dont care inf. so ya see high up players defend them selves while the lower rank dont worry about it. ya get it. hope so.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-07-31 10:50  
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On 2011-07-31 09:10, Gejaheline wrote:
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On 2011-07-31 01:17, GiggaShadow wrote:
u can cap admins. I have, I have capped Gejah a few times. unless she is not admin.
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Yes, I am obviously an admin.
Although I'm fairly sure my ship has been captured once, maybe twice ever?
[ This Message was edited by: Gejaheline on 2011-07-31 09:12 ]
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No yer not an admin.
Says so right there in your li'l link that you're just a moderator.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-07-31 12:42  
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On 2011-07-31 05:19, chlorophyll wrote:
Quote:
| On 2011-07-31 05:02, The_Enforcer (the Dreadful) wrote:
Quote:
| I've dropped 110 infantry on a pirate station before it capped. That's 11 full transport loads. |
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I think he used like tons of Greens |
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That's the wrong strategy.
To capture pirate station, you just need one full transport, follow the instruction:
Step 1: Since success capture doesn't depend on number of survival inf on the ships (in the other way, 1 is same as 10). Station usually has 2 normal inf when it spawns. Therefore, drop 2-3 heavy inf on Pirate station per turn is enough.
Step 2: The capturing progress takes time. Hence, wait about 1-2 minutes before repeating step 1..
Thus, you have at leasat 5 chance to capture pirate station with full transport. Happy?
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Actually number of survival inf on the ships does make a difference. Each one has it's own chance to capture the ship (or so I believe) which is an overall increase in chance per load of infantry, so landing 10 at a time is just faster than 1 at a time.
I use heavy veterans when I cap. Sometimes they're regular vets but when I'm in the mood for capping I make all the planets produce heavies.
I'm surprised that elites don't have a greater chance at capping. It doesn't matter that they don't but I'm still surprised. I wonder if regular vs heavy makes a difference?
I do not believe damaging the ship makes any difference. Feel free to do so if you want, but all that matters is that they land successfully and kill any defending infantry.
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2011-08-01 14:43  
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| On 2011-07-31 12:42, MrSparkle wrote:
Actually number of survival inf on the ships does make a difference. Each one has it's own chance to capture the ship (or so I believe) which is an overall increase in chance per load of infantry, so landing 10 at a time is just faster than 1 at a time. |
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Wrong. Should each survival inf have had its own chance to capture a ship, you would have seen them disappear one-by-one. It's easy to see: when the capture fails, ALL the red infs disappear. The dice rolls once. Hence, more drops less inf. More inf less drop just fails.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-08-01 16:10  
Not at all, and it's even been said in this thread by Eledore that more inf = greater chance at capturing. If it's not an individual chance for each infantry, then each one increases one single chance. Doesn't necessarily matter if they all disappear at the same time, it still might be individual rolls for each.
Either way it's a greater chance.
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2011-08-01 17:09  
It could be, in other words, a single roll, but based on the number of infantry present at the time.
I don't know if this is true, I see where Sparks is angling from tho, and in light of Ele's comments, I would tend to agree with his understanding....
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-08-01 23:05  
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On 2011-08-01 14:43, chlorophyll wrote:
Quote:
| On 2011-07-31 12:42, MrSparkle wrote:
Actually number of survival inf on the ships does make a difference. Each one has it's own chance to capture the ship (or so I believe) which is an overall increase in chance per load of infantry, so landing 10 at a time is just faster than 1 at a time. |
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Wrong. Should each survival inf have had its own chance to capture a ship, you would have seen them disappear one-by-one. It's easy to see: when the capture fails, ALL the red infs disappear. The dice rolls once. Hence, more drops less inf. More inf less drop just fails.
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I've seen inf landed on me disappear one at a time, when I've had no troops onboard.
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Boerenkool Marshal
Joined: December 18, 2007 Posts: 218
| Posted: 2011-08-02 10:51  
some other thing....i've been capped more by a single inf, then a load of 4 inf. Might wanna test 1 inf at a time i donno..I may be the odd one out of statistics.
also elite or green inf doesnt seem to matter, hvy or light also doesnt matter. it only matters when u got enemy inf to beat first, after droppin em. of course in that case, elite hvy inf will do better then green light inf killing the enemy inf.
after that, in the capping process a die is cast for every inf that made it. if the roll is good on a die (depends on enemy ship) u cap it
thats my visualisation of the process...
edit: and dont shoopt the enemy + make sure they dont shoot u while u make the drop. Alos stay 50-100 gu in front of ur targets course (range depends on ur lag) because otherwise ull drop behind the target and ur inf pods gets shot [ This Message was edited by: boerenkool on 2011-08-02 10:55 ]
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