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Comment: corrected bail mechanics formula

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Factors Affecting Pilot Morale

The default percent morale of NPC pilots is determined by the job they have been assigned to by the Jobs.pck file used by the game ranging from 5-100100% of 30. The following factors increase or decrease the morale of the pilot

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To check for bailing requires the shields of the ship being targeted by the player ship to be down<1% and <1000. If pilot morale is high they will never bail. After enough periodic bail checks the pilot will never bail however the player would have to been harassing the same ship for over 14 minutes. Ion Disrupters only have 96% 4% chance of triggering a bail check on hit.

  • First Bail Check: target current hull ≤ max hull*(1 to 8)/8
  • Subsequent Bail Checks: Each subsequent hit after a 30 second delaydelay which cycles through 60, 120, 240, 480 then 30 seconds

 Bail chance (%) = (30*Hull Factor - Morale Penalty - Target Strength Penalty - Number of previous bail checks)*Kha'ak Penalty

  • Hull Factor (applied if ≥1with 1 to 10 range) = target max hull/(target current hull*4)
  • Morale Penalty = target pilot current morale ? (range 1 to 30)
  • Target Strength Penalty = 5 if player ship Lasers, Shields and Equipment Cr. value  target ship Lasers, Shields and Equipment Cr. value ƩInstalled lasers OOS damage+Max shields+Max hull target ship ƩInstalled lasers OOS damage+Max shields+Max hull
  • Kha'ak Penalty (only applied to Kha'ak owned ships) = (Player Fight Rank - 5)/25

This means bailing chances are highest if target ships are reduced to <2.5% hull with Mass Drivers before knocking the shields down.

 

Wares Kept

 

When the pilot bails, 90% of equipped lasers, missiles and shields are destroyed.   Kyon Emitter type lasers only have a 50% chance of destruction.   Of the remaining equipment and wares in the cargobay the amount kept is determined by two sequential number generators.

 

Round 1 = 0 to (Ware Number+1)

 

Round 2 = 0 to (Round 1 Number+1)

Equipment Destruction Mechanics

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