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Lieutenant

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guardian bonus, certain ships have a bonus when over a corp planet... makes whatever the normal defends odds * 4, so if a ship has a 4 defense, when over a corp planet it turns to a 16 defense.

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Thu Aug 25, 2005 9:14 pm
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I like when the alien ships have 0 fighters and somehow still manage to deploy waves of fighters to attack you, I suppose that is another bug that needs to be fixed.

As far as calling it quits on attacking a ship that just depends on the games edits, i.e. how many credits the aliens is most likely carring on hand and how much that ship is worth on trade in or if it has any special uses such as high holds and low turns, good odds, high fighter capacity, large level of carbo stored onboard, etc. Only way to find out is by learning the edits.

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Thu Aug 25, 2005 9:17 pm
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its a sys op settin I think Rexx. they regen ftrs and shields... I think the amount of time it takes is set by sys op when he bangs the game unless he justs leaves the default setting thats in the TWA file he used.

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Its not the Kill, Its the Thrill of the Chase
S: Min: 297 Max: 437 Average: 410 -- Just here to attack aliens
S: High/Low Removed   Average: 421
          


Thu Aug 25, 2005 10:07 pm
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Really, oh I figured they had to make their way to class 0 or their planet to stock up again... just like we do. Go figure, they get the easy way out, heh. Thats alright though cause I'll still CAP their azzes! [;)]

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Thu Aug 25, 2005 10:11 pm
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quote:Originally posted by Akor

quote:Originally posted by Singularity

Akor,
I think the point of pinging alien ships is to provoke them into
attacking. Several of those ships have g-bonus, so if you have
a planet in the sector and can provoke them into launching an
attack, you'll waste their ftrs cheaper than if you tried to just
attack them. With the IG on, they can't get out. So you can empty
their ftrs, then cap them, without a challenge.

What's a G-bonus?

And when pinging them when they have 0 figs, it seemed like I was wasting way to many figs on one. So when do you say, enough is enough and go on to the next ship? No one seems to have an answer for that yet.


As Zarkahn stated, it is the guardian bonus and in sub zero, I believe the alien ship that has it is the enterra. One tactic in that game is to cap an enterra and then, with max figs, all you have to do is pop a planet if someone attacks. Why a ship with that many fighters was given a guardian bonus is beyond me. BTW, if you are in fed space and you could be attacked, create more than one planet so the attacker simply doesn't just blow the planet and then attack you. I had a person think creating a planet in sector 2 while I was in one was a neat trick so when he talked me into attacking I would be hitting him with the guardian bonus - didn't work, planet went poof and then he was cruising in his shiny new pod.

Sub Zero is a good edit except for the enterra guardian bonus and the insane cashing that capping alien ships bring in some games. Also, if you find a Sub Zero edit with no death delay and no death limit - just run a cby script to dump cash on a corpie - at 750k per cby it is faster than stealing or capping aliens in most instances.

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Fri Aug 26, 2005 2:25 am
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I didn't think g bonus worked in fed at all? Can't count the number of
games people thought popping a planet at, say, stardock, would let them
waste my fighters...

And yea, sub zero has some serious edit flaws. Aliens start too weak, cby
cashing, insane alien sales. It's an example of "how to go too far" when
creating an edit.

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Fri Aug 26, 2005 5:44 am
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Thats true IG is not operational in FedSpace. That would be a sure fire way to win the game just sit ontop of StarDock or better yet Sol. These are my colo's buddy, back off! LOL

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Fri Aug 26, 2005 6:43 am
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quote:Originally posted by Promethius

Also, if you find a Sub Zero edit with no death delay and no death limit - just run a cby script to dump cash on a corpie - at 750k per cby it is faster than stealing or capping aliens in most instances.

How does cby cashing work?


Fri Aug 26, 2005 5:59 pm
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Ensign

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Uuuuuuh, duhhhhhh. It just hit me what you guys were saying. I was trying to cap the alien ship with a g-bonus when he was over a planet. THAT was the reason I was using so many figs. It sometimes takes a while but evenutally I catch on.


Fri Aug 26, 2005 6:04 pm
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Cby cashing = When there's no death limit or delay, you can cby and
come right back. So you have a corpie sit at dock, cloaked if need
be (ie: if not fedsafe), then just setup a macro... xfer cash, figs,
cby, restart, repeat.

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Fri Aug 26, 2005 8:39 pm
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quote:Originally posted by Singularity

Cby cashing = When there's no death limit or delay, you can cby and
come right back. So you have a corpie sit at dock, cloaked if need
be (ie: if not fedsafe), then just setup a macro... xfer cash, figs,
cby, restart, repeat.

In Sub Zero, how does that net more than capping alien ships?


Fri Aug 26, 2005 9:19 pm
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Gameop

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ok, first off.
the *quickest* way to cap an alien:
grab 2 ships:
first ship: the best attack odds ship.
second ship: the one with the planet bonus.
now, you find an alien, get in the first ship, macro in, attack full wave (enough to get 100% of shields gone) then out again.
export.
now move in with your defensive ship, pop a planet, surround, and ping him for 1 till his figs are gone, then cap the ship (attack with 1 fig, as you *know* his shields are gone)
as for cby cashing, it is *only* in games where the sysop is retarded, so really, don't bother "learning it".
in subzero edits, i would estimate a good connection could make... i dunno, easily 90 million a minute.
no death delay + no death limit = makes resources moot, makes planet defense moot, and makes playing moot.

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Fri Aug 26, 2005 9:46 pm
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