View Full Version : Discussion About Bailing setting...
rekryt
08-07-2012, 08:28 PM
do you guys play with the settings that cames with xtc or do you tweak it a little? if so, what would be a setting that would allow a nice bailing chance without making the whole thing unbalanced? :?
Nemoricus
08-07-2012, 10:09 PM
I tend to raise my TP/TS bail rates to 40%, which I've found gives a good number bailing without you getting all of them.
M5s get a 25% bail rate, with that number going down for the bigger ships, so I don't see too many military ships bail....
rekryt
08-07-2012, 11:11 PM
and for capital and sub capital?
First thing to consider is that when you set a new bailrating it will only apply to newly spawned ships so everything that is already flying around will still have the old settings.
2nd thing I noticed is that tweaking bailrating will severely change your game specially when you play for a long time since at some point most ships will have the new ratings so even at 10-20% it will make the game unbalanced.because when you do a lot of combat you'll have whole fleets of capped ships flowing towards the closest shipyard.
After having played around with this setting for a couple hundred hours I had all kinds of ships bail but now I've settled with keeping things standard which keeps the game interesting for a longer time.
My style of play is unusual though because I'm not after a fleet of destroyers or huge complexes and love to be a small fish in a big pond ;)
Trying things the hard way by training marines and boarding big ships you can have a ton of fun too.
rekryt
09-07-2012, 12:55 AM
well, if you say that the new rating only applies to newly spawned ships, if i were to use the script editor command "reinitialise scripts", will that automatically spawn every ship in the universe anew?
Nemoricus
09-07-2012, 01:16 AM
I turn up the bailing settings because it helps to keep the game interesting for me. Freighters are the only thing really worth going after, and so when I decide to go hunting them, I don't want to destroy a dozen of them before I can get a single ship to bail. That's why I raise the number from its default setting, and it gives me something to do while I'm waiting for my complexes/freighter fleets to tick over.
As for capital ships, I leave the bail chances in the single digits, which is to force me to use marines to capture them when I finally get around to training some.
I tend to only increase M5, M4, M3 and TS class ships by about 5%. The capital ships I decrease to zero, I like marine boarding to get my caps.8)
rekryt
09-07-2012, 01:57 PM
i see! Thanks for answering my question so promptly! :grin:
mrburke99
09-07-2012, 05:41 PM
There is a good guide from neurotoxin here:
http://www.thexuniverse.com/threads/21833-Building-an-Empire-the-Pirate-s-Way
I got the bail out values from there. Actually, started a pirate game base on that guide.
rekryt
09-07-2012, 08:34 PM
yes, i've read it many times, but the only value he say specifically is about the ts class ship, then as for the others it a bit vague. nonetheless is a really good guide fer ya wannabe pirates!! :D yahrrr
Vhyle
15-07-2012, 09:01 AM
Thing I wanna point out with that guide and his bail settings, is that when you have the Yaki active, they will be hunting targets themselves. I've gone into a system before where I had 5 TS's that bailed on the Yaki, and these were ships already in the game, using the bail settings I had changed. Now, I don't know if saving and loading has anything to do with changing from old to new, but those TS's had to have been in the game already, and they were at 0% shield 99% hull, so I'm not sure.
Anyway, just be careful with tweaking it, because you really can ruin your game play experience. I think a high bail on TS's is sort of realistic, because transport ships really can't put up a fight against a combat vessel that's determined enough to finish the engagement. Look at ships now days, or even 2-300 years ago where freighters and transport type vessels (both steel and wood) were being accosted by pirates all the time, sometimes without even a shot being fired, and those pirates making millions easy (in today's currency).
I would leave the settings for all military ships standard, and tweak the TS to what you'd like (or the TS setting per Neuro's guide) that way if you want to be strictly pirate and make your cash from caps, you have your niche targets. It'll keep the game interesting because you'll have to cap a **** load of TS's to get the cash for anything really, and the TS's pretty much act like what a station would bring in, imo. The minute you start having other ships bail anything but standard, and the game will get boring fast, at least IMO. It's happened to me several times before. The most fun I've had and currently having is leaving bail alone except for the TS ships. I still get a revenue stream, but it's not 100% that I cap every ship, and allows me a lot of fun times.
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