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Logical error on protect crippled ship mission

Posted: Sun Jul 15, 2007 12:22 am
by Nomadic
I was playing the crippled ship mission and got into a dogfight with a few barbarians. The crippled ship decides it is going to fly straight through our fight and miraculously avoids almost all missiles and doesn't run into anybody. I notice it has yellow engines so I go "oh goody he is hyperspacing to safety" so he gets away and I manage to kill a barbarian and the other one and it's buddies flee (guess it was the squadron leader I got). So mission ends and it says something to the effect of mission failure, the ship was destroyed.

Now I may just be crazy, but I would think if a crippled ship got to safety (via hyperspace) that it survived and our mission was a success.

And before you start saying that I probably just mistook it for one of my own ships I checked the cripple before we even got close to it and it was a type (phantom) far different then any of my ships (my custom ship, 2 tigers, and a hurricane; none of which look even close to a phantom with my eyes).

So I am just wondering, is this an error in the code, or what?

Posted: Sun Jul 15, 2007 4:30 am
by Legacy
Generally if your objective escapes by hyperspace or the edge of the map, you win. Conversely if the enemy does it, you lose.

Perhaps I'm wrong.

How does Sean have the victory/failure trigger set up guys? Does it check to see if anyone killed the target, or does it check for the presence of the target?

Posted: Mon Jul 16, 2007 4:23 am
by Old Man Johnson
I'm almost certain it just checks for the presence; that's why you can sometimes win Destroy Colonizer missions by just shooting a missiles every 29 turns until the thing flies off the edge. Most of the time the target is killed rather than it leaving the sector, which is possibly why this bug is still here. At least, that's what I think; I could be wrong.

But does anyone else see an error with the crippled ship being able to hyper? Shouldn't it be, you know, crippled? And how can any ship without most or all of its engines destroyed hyper?

Posted: Mon Jul 16, 2007 5:56 am
by Legacy
Old Man Johnson wrote:I'm almost certain it just checks for the presence; that's why you can sometimes win Destroy Colonizer missions by just shooting a missiles every 29 turns until the thing flies off the edge. Most of the time the target is killed rather than it leaving the sector, which is possibly why this bug is still here. At least, that's what I think; I could be wrong.

But does anyone else see an error with the crippled ship being able to hyper? Shouldn't it be, you know, crippled? And how can any ship without most or all of its engines destroyed hyper?

Moreover, if it can hyperspace, why the heck are we wasting the resources of an entire squadron and support crews to guard it?

Much like defending turrets, attacking hospitals, etc., this is a good example of the whole futility of war thing that CM so enjoyably demonstrates.

Posted: Mon Jul 16, 2007 6:23 am
by umeboshi110
yeah, i remember getting fed up with enemy crippled ships trying to hyperspace so i forced my own crippled ships to hyperspace in the defend mission by almost destroying it myself before the fighitng began. i don't exactly remember if it was a success or not, but i thought it was successful. guess i was wrong, though.

Posted: Mon Jul 16, 2007 1:45 pm
by Fusion_power
The crippled ship can and does hyper if seriously threatened. The game logic is that the objective must still be in the sector for you to get a mission success. On a defend mission, if it flies off the screen or hyperspaces, you get a mission failure. I don't entirely agree with this logic and brought it up to Sean a couple of years ago.

Since everyone wants an explanation, it is simply that the crippled ship has a damaged hyper engine. When it hypers, the odds of it emerging into normal space are next to nil. So if your crippled ship makes a jump, you are not likely to ever see it again. (alternate reality you know!)

Fusion

Posted: Mon Jul 16, 2007 2:53 pm
by Sean OConnor
Sorry about that! I'll get it fixed in the next update.

Posted: Wed Jul 18, 2007 6:09 am
by Old Man Johnson
Fusion_power wrote:Since everyone wants an explanation, it is simply that the crippled ship has a damaged hyper engine. When it hypers, the odds of it emerging into normal space are next to nil. So if your crippled ship makes a jump, you are not likely to ever see it again. (alternate reality you know!)


Hey, that actually does make a lot of sense. Nice.

Also nice that Sean's gonna fix it :D

Posted: Tue Oct 16, 2007 11:45 pm
by Empty Hat
There are some dramatic sci fi moments that focus around a ship having to flee using its damaged 'jumping' engine. Anyone have any favourites?

Posted: Fri Oct 31, 2008 8:19 am
by leolocolobo
A nice feature would be the ability to direct the crippled ship, or any of the defensive missions (hospital ships, politician, ect.) AWAY from the fighting! Nothing worse than sticking my neck out to save some idiot and him flying straight into a fire fight. As with any security detail, which is what all of these missions are, the security chief has the obligation to tell the object where and what he can and can't do.

Posted: Fri Oct 31, 2008 12:35 pm
by Legacy
One advantage of having crippled ships face the enemy is that they have no rear armor, and can't move fast enough to dodge hardly anything, even a stray, that could come up from behind in the fight.

Posted: Mon Nov 03, 2008 4:21 am
by umeboshi110
wait, how is that an advantage?

Posted: Mon Nov 03, 2008 2:35 pm
by Legacy
umeboshi110 wrote:wait, how is that an advantage?

It presents their remaining armor to the direction of enemy fire, and allows them to return fire.