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Military Reaction Level
https://mail.black-squirrel.com/viewtopic.php?f=13&t=10202
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Author:  Slamm [ Tue Aug 13, 2002 12:10 am ]
Post subject: 

Confused.......

I have always set reaction level at 100% - for no other reason than it seems the logical way to go, but I read somewhere here that 0% gave better defensive odds. So I went and dutifully re-read the scree that pops up when ya hit c m and now I have absolutely no idea what I should be doing! :-(

So what do the knowledgable do:
(a) on frontline planets and...
(b) on the safehouse planet I sleep on right at the back?????

Thanx in anticipation...

Go placidly amidst the noise and haste...

Edited by - Slamm on August 12 2002 10:21:23 PM

Author:  Kemper_3 [ Tue Aug 13, 2002 2:47 am ]
Post subject: 

quote:
Confused.......

I have always set reaction level at 100% - for no other reason than it seems the logical way to go, but I read somewhere here that 0% gave better defensive odds. So I went and dutifully re-read the scree that pops up when ya hit c m and now I have absolutely no idea what I should be doing! :-(

So what do the knowledgable do:
(a) on frontline planets and...
(b) on the safehouse planet I sleep on right at the back?????

Thanx in anticipation...

Go placidly amidst the noise and haste...

Edited by - Slamm on August 12 2002 10:21:23 PM


"Offensive" figs on a planet get 2:1 odds. "Defensive" figs on a planet get 3:1 odds. There are really several things you need to take into consideration when setting the military reaction. Is there a ship with good enough defensive odds to safely land without getting killed? Will it take more figs (with the ship odds) for someone to invade with them offensive or defensive? If there is a death limit in the game, setting the reaction to 100% might be a good way to go, to give people deaths. In *MOST* non-deathlimit games, I leave military reaction to 0, and in most stockish death limit games, I set it to 100%.

Author:  Traitor [ Wed Aug 14, 2002 12:22 pm ]
Post subject: 

quote:
quote:
Confused.......

I have always set reaction level at 100% - for no other reason than it seems the logical way to go, but I read somewhere here that 0% gave better defensive odds. So I went and dutifully re-read the scree that pops up when ya hit c m and now I have absolutely no idea what I should be doing! :-(

So what do the knowledgable do:
(a) on frontline planets and...
(b) on the safehouse planet I sleep on right at the back?????

Thanx in anticipation...

Go placidly amidst the noise and haste...

Edited by - Slamm on August 12 2002 10:21:23 PM


"Offensive" figs on a planet get 2:1 odds. "Defensive" figs on a planet get 3:1 odds. There are really several things you need to take into consideration when setting the military reaction. Is there a ship with good enough defensive odds to safely land without getting killed? Will it take more figs (with the ship odds) for someone to invade with them offensive or defensive? If there is a death limit in the game, setting the reaction to 100% might be a good way to go, to give people deaths. In *MOST* non-deathlimit games, I leave military reaction to 0, and in most stockish death limit games, I set it to 100%.




Remember that Mil Reaction, just like Offensive Figs, sends out 1.25 times the total number of figs and shields your ship currently has, with a minimum of 1 fig. So, even if they have a ship with 2:1 def odds, it probably won't survive. It's usually a good idea to turn on a little Mil Reaction to keep them from using a Scout Invasion Macro. (And remember, any figs left over from the attack return to the planet.)

As a general rule, I usually set it to between 2% and 5%, just to try to prevent people from using scouts to invade. I'll trade the loss of some figs at 2:1 odds to prevent them from taking advantage of the scouts 2:1 odds. I start at 5%, and for every extra 100k figs, I drop it by 1% to a minimum of 2%.

Remember tho, if you have shields on your planet, then it won't launch fighters until the last shield is destroyed. (Which can be a nasty surprise if they forget to get a photon first, and are low on figs when the last shield is destroyed!)


-Traitor
Visit http://www.tw-cabal.com

Author:  Kemper_3 [ Wed Aug 14, 2002 2:55 pm ]
Post subject: 

quote:
Remember that Mil Reaction, just like Offensive Figs, sends out 1.25 times the total number of figs and shields your ship currently has, with a minimum of 1 fig. So, even if they have a ship with 2:1 def odds, it probably won't survive. It's usually a good idea to turn on a little Mil Reaction to keep them from using a Scout Invasion Macro. (And remember, any figs left over from the attack return to the planet.)

As a general rule, I usually set it to between 2% and 5%, just to try to prevent people from using scouts to invade. I'll trade the loss of some figs at 2:1 odds to prevent them from taking advantage of the scouts 2:1 odds. I start at 5%, and for every extra 100k figs, I drop it by 1% to a minimum of 2%.

Remember tho, if you have shields on your planet, then it won't launch fighters until the last shield is destroyed. (Which can be a nasty surprise if they forget to get a photon first, and are low on figs when the last shield is destroyed!)

-Traitor
Visit http://www.tw-cabal.com


In one of the more recent revisions, offensive fig (sector and planet) behavior was changed. No longer does it send 1.25 * current, but rather now it sends 1.25 * max. As to setting them offensive to stop a scout invasion...

If you have 100k figs at 5% reaction a max of 5000 figs will attack. If you land in an ISS (BS is better if it will survive), you have 1.5:1 defensive odds and the figs attack with 2:1 offensive odds. It works out to .75:1 odds for the invader. Now, same situation, if you had 100k figs with no reaction. Someone lands in a scout and attacks with 2:1 offensive odds against 3:1 defensive odds. This works out to .67:1 odds for the invade. As you can see, you actually make them use MORE figs scout invading at 2:1 vs your 3:1 then you do letting them use your reaction level to drain it into an ISS.



Edited by - Kemper_3 on August 14 2002 12:58:16 PM

Author:  Survey_Says [ Wed Aug 14, 2002 8:13 pm ]
Post subject: 

I'm still confused. For some reason I was under the impression that if you set it to 100% it was a pod for the invader everytime (prolly cause I saw so many pods). Then I was in a game and set it to 100% and the invader drained my figs super fast and no pod.

If I have 1 million figs on my planet and set the reaction to 100% what is the minimum ship settings needed to land without podding. How many figs, shields, def odds etc.

Author:  Kemper_3 [ Thu Aug 15, 2002 12:56 am ]
Post subject: 

quote:
I'm still confused. For some reason I was under the impression that if you set it to 100% it was a pod for the invader everytime (prolly cause I saw so many pods). Then I was in a game and set it to 100% and the invader drained my figs super fast and no pod.

If I have 1 million figs on my planet and set the reaction to 100% what is the minimum ship settings needed to land without podding. How many figs, shields, def odds etc.




A ship needs to have better than 2.5:1 defensive odds to survive a military reaction. Less than that (assuming the planet has enough figs) and the player will be podded on landing. Something else to keep in mind, in previous versions, it figured it as a max of 1.25 * current figs. If you landed with say 100 figs and 2000 shields you would always live, too. At this point, it's 1.25 * max figs a ship can hold.

Author:  Survey_Says [ Thu Aug 15, 2002 7:04 pm ]
Post subject: 

quote:
quote:
I'm still confused. For some reason I was under the impression that if you set it to 100% it was a pod for the invader everytime (prolly cause I saw so many pods). Then I was in a game and set it to 100% and the invader drained my figs super fast and no pod.

If I have 1 million figs on my planet and set the reaction to 100% what is the minimum ship settings needed to land without podding. How many figs, shields, def odds etc.




A ship needs to have better than 2.5:1 defensive odds to survive a military reaction. Less than that (assuming the planet has enough figs) and the player will be podded on landing. Something else to keep in mind, in previous versions, it figured it as a max of 1.25 * current figs. If you landed with say 100 figs and 2000 shields you would always live, too. At this point, it's 1.25 * max figs a ship can hold.


Thanks Kemper, knew you would know that. The ship odds is good to know.

Author:  Kemper_3 [ Fri Aug 16, 2002 1:55 am ]
Post subject: 

quote:

Thanks Kemper, knew you would know that. The ship odds is good to know.



Incidentally, if a planet has an atmospheric cannon hitting you, it screws that all up. Since it's 1.25 * max figs, if you lose figs to a cannon when landing you can still be podded even if you have the odds specified.

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