Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around |
Wed, 16 February 2011 23:36 |
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Orange | | Officer Cadet 1st Year | Messages: 215
Registered: November 2005 Location: TO, ONT, CA | |
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[I have played Stars here for a number of years now and this is my contribution back to our community. I will add to this thread as time permits.]
This is a work around to the Stars Coding Bug as explained in
the "Stars! - Must Know" topic in the thread "Known Bugs (JRC3) - Coding bugs" at
http://starsautohost.org/sahforum/index.php?t=msg&th=238 7&start=0&rid=824&S=8289a41cebc309beaae98a8408f7 b1e0
Short Answer: A BB with mostly Range 2 beams (Blaster), Sappers and one/two Range 3 beam (i.e. Colliodal) will close atleast under max dmg orders.
Long Answer: Think of Stars with a rules engine for combat with
Rule (1) - no need to move forward if current in-range weapons have max effect - the sapper wpns have max effect if it can take down all the shields - other examples, a ship also does not move forward if its wpns (beams) can destroy the opposing ships.
Rule (2) - a lack of a rule really - it does connect the "what if" it moves forward one step results (for example its calculations for max dmg ratio) with Rule (1) - or you could look at it as it stops at Rule (1) without going to Rule (2).
In later threads, ManicLurch and I will describe some of the other rules and the subtle results (i.e. tricks) of these rules to suck in Undead/Barbarian Missile ships (but they found a counter solution) - Dynamic Duos game.
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[Updated on: Thu, 17 February 2011 14:30] Report message to a moderator
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