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This page lists game mechanics that are common between all three X3 games. (WIP)

Ware Drop Chance

When ships are destroyed in combat or by collisions there is a chance some of the cargo will be dropped. What determines the amounts of each ware dropped, if any, are listed below. Each ware is rolled independently of other wares on the ship. Jump Beacons (X3: TC and X3: AP only) are removed before drop calculations if the carrying ship is not killed by a player owned ship. A fight rank of ≥17 (Specialist) is required for Shields and Lasers to drop.

Probability to roll for a drop

  • Medium and Dumbfire Missiles = 80%
  • Heavy Missiles = 60%
  • M8 Missiles = 40%
  • M7M Missiles = 20%
  • Kha'ak Missiles = 10%
  • Light Missiles and other wares = 100%

Amount of ware dropped

The percentage of each ware dropped is determined by a random number generator with the upper limit being influenced by the Fight Rank of the player. Lasers and Shields are not dropped if the random number is less than 70.

  • Amount of ware in cargo*(1 to (33+(2.2*Player Fight Rank))/100)

Bailing Mechanics

When the player ship attacks NPC M5/M4/M4+/M3/M3+/M8/TS/TS+/TP ship it is possible that the pilots will surrender the ship and bail allowing the player to claim the neutral ship using the Spacesuit or System Override Software. This section lists factors that affect the probability of bailing.

Factors Affecting Pilot Morale

The default 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 5-100. The following factors increase or decrease the morale of the pilot

Bailing Chance

To check for bailing requires the shields of the ship being targeted by the player ship to be down. 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.

  • First Bail Check: target current hull ≤ max hull*(1 to 8)/8
  • Subsequent Bail Checks: Each subsequent hit after a 30 second delay

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

  • Hull Factor (applied if ≥1) = target max hull/(target current hull*4)
  • Morale Penalty = target pilot morale? (range 1 to 30)
  • Target Strength Penalty = 5 if player ship equipment Cr. value  target ship equipment Cr. value

Equipment Destruction Mechanics

 

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