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 Post subject: Sector Defenses
PostPosted: Sun Nov 23, 2003 3:10 pm 
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I will be uploading new sector defense code later today and it is slightly different from the old sector defense.

After you have made a Realspace or Warp jump to a new sector your shields and beam weapons are inactive from the jump. The only thing that can protect your ship are your fighters, torps and armor.

The combat sequence is...

Sector Fighters will attack your fighters.

Your fighters attack sector fighters.

If any get past then sector fighters will then attack your torpedoes.

If any get past then your fighters attack mines.

Ship torpedoes attack sector fighters.

If any get past then sector fighters will then attack your armor.

If your ship survives and there are sector mines they will then attack your mine deflectors.

If any get past your mine defelectors they will attack your armor.

So it is going to be a little harder to get past sector defense. If it is too hard we will make some changes. But this should balance out more with the energy limits needed from planets to maintain sector fighters.


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PostPosted: Sun Nov 23, 2003 5:03 pm 
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A little more information...

The highest computer level of all the planets in a sector controls how well the sector defense fighters work. The default level for fighters is 0.

The highest torpedo level of all planets in a sector controls how well the sector mines work. The default is 0.

The highest sensor level of all the planets in a sector controls how well the sector defenses can see the enemy ship. The default level is 0.

The hishest cloak level of all the planets control how well hidden the sector defenses are from the enemy ship. The default level is 0.

Sector defenses are nolonger controled by anything on your ship. How well they defend a sector is completely controled by the highest level of all the tech levels on all planets in the sector.


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