Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

For Xenon capital ships use an Argon Sirokos to follow the player ship and launch the first wave of personnel as it can launch a full 21.   Once the first wave is launched order Sirokos to jump to safety and use the Player ship (probably a cobraCobra) to do the rest.   The player can then luck manipulate by saving in the middle of each deck and loading until the next deck goes well or the player can send additional marines at fixed intervals.   For the lowest predictable casualty number launch +1 personnel every 20-30 seconds for each deck so that the new +1 personnel cuts through the hull to replace the 1 personnel that is almost always lost from the full 21 at each deck.   Alternatively at deck 3-4 (depends on how far the player ship is from the target) launch 5-6 personnel so 15-16 make it to the core.   Typically expect to lose 4-9 fully trained personnel to capture a Xenon capital ship.

...

  1. The Approach: Save once the player has gotten within range of the target but before opening fire (in case it becomes a good idea to abandon the plan)
  2. Ready to Board: Save once the target shields are down and before the personnel are launched for the boarding operation
  3. Hull Contact Established: Save if all personnel make it to the hull.   This allows reloading until all personnel synchronise fighting on Deck 1 for lowest casualties (a must for Xenon ships)
  4. Middle of Deck 1: Too late to change the fate of those fighting on Deck 1 but the outcome of Deck 2 has not yet been determined
  5. Middle of Deck 2: Too late to change the fate of those fighting on Deck 2 but the outcome of Deck 3 has not yet been determined  
  6. Middle of Deck 3: Too late to change the fate of those fighting on Deck 1 Deck 3 but the outcome of Deck 4 has not yet been determined  
  7. Middle of Deck 4: Too late to change the fate of those fighting on Deck 1 Deck 4 but the outcome of Deck 5 has not yet been determined
  8. We Are At The Computer Core: Save to be able to reroll what the new ship has ware wise once ownership is transferred (good for getting Jump Beacons)
  9. Victory: Save once both the captured ship and player ship are evacuated to a safe location    

...