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Fleeing - everything you need to know

Fleeing - everything you need to know

With the imminent arrival of auto-boarding, the ability to get the hell out of Dodge when would-be attackers show up has never become more important. Understanding everything from how turns are processed to what items to install and what settings to use is therefore imperative to all captains.

When is a ship actually stopped for combat?
The mechanic for actually leaving combat is itself straightforward – if the ship attempting to avoid combat has a resultant combat speed greater than any other ship targeting it, it will leave combat without being stopped for combat.

If a ship was involved in combat on the previous day, irrespective of whether it retreated from the battle during the battle or not, it is entitled to automatically leave the location of the battle, if it is able i.e. has engines/drives, crew etc.

Each day, all positions with turns to be run on the day are added to the main processing list. This is then ordered randomly (after first accounting for sequencing) and then processed with the entire orders of the first position in the list being dealt with before moving onto the next position.

In the case of squadron orders, each position processes the set of orders one at a time, i.e. all leaving orbit then all moving before each performs a jump.

Ignoring exceptions such as special actions, running out of TU’s etc, this means that if a ship is at the top of the list, it can in theory move through half a dozen systems, scan an enemy and stop for a battle. When this occurs, the enemy ship may still have orders to process. They are still processed and the enemy ship, if having orders to move from the location, will do so. When this happens it will cause a skirmish battle.

From the perspective of the ship that was stopped due to running into an enemy, their turn report will read something like this:


Date 37.3: PIR pirate (51864) is leaving combat, opening fire at maximum range.
Attacking PIR pirate (51864)
Round 1: 2 Tractor Beam mkIIIs
- 1 hit - 0 [0] damage - 84%
- Tractor beams reduced positions speed by 2.94%

Post Battle Summary
Ship hulls have taken 500 damage (2.5%)

From the perspective of the enemy ship, their turn will show something like this:
>TU 300: Leave Orbit

Escaping combat zone, incoming fire from HEF pir killer (70835).
Returning fire at maximum range.

Incoming Fire from HEF pir killer (70835)
Round 1: 2 Tractor Beam mkIIIs
- 1 hit - 0 [0] damage - 84%
- Tractor beams reduced positions speed by 2.94%

Post Battle Summary
Unlocking HEF pir killer (70835), could not target with any weapons.
Ship hulls are undamaged

Continuing normal movement:
Leaving Orbit.

Calculating Combat Speed
When attempting to leave combat all that matters is the speed of the escaping ship. This is based on engines that contribute to combat speed, i.e. only Thrust Engines and Combat Engines. This is because escaping combat is more about rapid acceleration and manoeuvring around the enemy so as to be moving in the opposite direction out to a suitable distance to achieve an ISR micro-jump or taking advantage of the curvature of the orbit to remain out of range.

The hull strength of the ship therefore plays a big role in determining how much shearing stresses the ship can be placed under. Lighter hulls have lower shearing tolerances. Their combat speed is multiplied by their integrity modifier. This means that heavy hull ships (x0.5 integrity mod) will have combat speeds 4 times higher than light hull ships (x2 integrity mod) presuming all other factors being the same.

Speed determined from the total output for :
Thrust Engines e.g. mkI = 1000
Combat Engines e.g. mkI = 1500
Rocket Boosters e.g. mkI = 2000 - but only if the ship is set to ‘flee’ or ‘drop cargo and flee’. Rocket boosters are very much an underused item.

If the ship is fleeing, this output total is doubled.

It is then reduced by tractor factors of positions attempting to engage the ship (a thrust engine is effectively equal to 10 tractor beams, equating to a tractor to engine mass ratio of 5).

This raw output is then divided by the total mass of the ship, including armour, hulls and cargo.
To this any officer flee skill bonus is added.

Finally, this is multiplied by the hull type modifier of the ship and again by the integrity of the ship.

Hull type modifiers are as follows:
Heavy 2
Normal 1
Light 0.5
Xlight 0.25

Heavy hulls, despite requiring 200 production and having 200mu’s of materials in their composition are only 100mu’s and have a hull type mod of 0.5. As such thrust engines within a heavy hull ship are effectively 8 times better than in an Xlight ship. When designing a fleeing ship therefore think in terms of what sort of combat speed the attacking ship is likely to have and try to get your basic combat speed to be slightly more than half this (as your speed will be doubled for fleeing).

Drop Cargo and Flee
This works by ejecting a lot of chaff out into the surrounding space with sufficient noise and random trajectories that is can for a very short time hide the true vector of the ship from the engaging enemy. The chance of escaping combat through the use of a chaff cloud is based on the relative mass being ejected to the surface area of the ship. A factor of 20 is sufficient to guarantee success.

A barge has a surface area of 90, therefore ejecting at least 1,800mu’s of cargo is sufficient for them to escape. If insufficient mass is available, the chance of escaping through the use of the chaff cloud is based linearly on the ratio of amount to amount needed. In the case of the barge for example, having 450mu’s of cargo to dump gives the ship a 25% chance of escaping.

As a heavy hull ship has a relatively low install space compared to other hulls they rarely have sufficient cargo space to effect automatic success at escaping through this means.

Tractor Beams
Tractor beams have their output negatively applied to whatever position they hit. They effectively fire ‘pre’ combat, insofar as they effect the target’s thrust output for the purposes of fleeing. They also reduce the speed of a ship for dodging purposes making it easier to hit.

Is a position that retreated on a previous day subjected to skirmish on the next day?

If all positions retreated in the previous day, is the location still treated as a battle location on the next day, as such are all the positions able to leave without being stopped?
The location is no longer a battle location and treated as above.

Do cloaked ships still get the battle delivery attacks?

How many positions can be stopped by a picket?
1 (though ships having on patrol flagged may cause them to stop of their own volition if supporting/defending the ship initially stopped – depends on their lists)

GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
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  Star Date: 221.30.5

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

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  Star Date: 221.27.2

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

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  Star Date: 221.22.5

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

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  Star Date: 221.3.3

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Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!

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  Star Date: 220.45.1

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Perfidion Reached

Long speculated by theoretical Stellar Cartographers, Perfidion Reach finally opened in the last few weeks. Immediately, the Detinus Republic boldly staked a claim on the first accessible system, Hellcadium. Only time will tell the true value of this strategic move but their much-taunted bureaucracy may have finally proved its worth.

Early reports from scans of the system reveal a wildly fluctuating ISR field. Rumours suggest that at least one ship was destroyed as it was forced into an asteroid belt chasing a stable jump field attempting to exit the system. Casual travellers are warned away from the system at this time for their own safety. Leave it to skilled explorers and navigation officers.

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Mathematical model of Hellcadium ISR Field.

We spoke to Captain Zakiyah Ummahi via subspace link. Zakiyah led the first DEN expedition into the Perfidion Reach. "Spirits remain high but this is largely down to the extended R&R we were all forced to take immediately prior to jumping into this hole. Initial scouting reports show at least one planet with plenty of forests and grasslands which might help if we're going to be stuck here for Folkvar knows how long waiting for this damned ISR field to stabilise."

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Valhalla Stargate Reopens

Dewiek engineers and scientists have finally managed to re-enable Stargate Valgrind this week and the protective Exclusion Zone is to be lifted. If DEN investigators discovered who caused the gate to malfunction, or why, they were not willing to share it with us. Military sources, however, have announced a project to provide a significant boost to the already formidable defence platform in the stargate’s orbit.

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*** Inter Galactic News ***

Empire - DEN action grinds to a halt

After months of tension relations between the Empire and the Dewiek Nation, which rose to several large scale fleet actions ending in the DEN losing over 60 Direwolf warships in Solo, things appear to have moved from antagonistic to unfriendly. With the Solo system being a particular issue an agreement has been reached between the Wolf Mother of the DEN and Xavier Fox of the GTT. Since this things have become very quiet, not just because the shooting has stopped, but also because my reporters have been on their summer holidays.
News For Discerning Naplians!
---- Special Galactic Edition ----

(The Host sits at his desk as the studio lights dim, and a single spotlight bathes him in light. He looks straight into the camera and begins to speak: )

Host: Naambta!
Good Greetings, and welcome to the show.

This is News for Discerning Naplians, and i’m sure you are all showing much impatience to see this week’s Panel Discussion. We will be discussing religion with the Lady Ghadir of the Temple of Ya Zoon, renowned neo-naplian spiritualist Chairman TonTon, and a very special guest from our imperial neighbours, Bishop Samantha Porteus of the Brotherhood. But before we get to that...

(Looks demonstratively at his digital wrist watch. )

... it is time for a word from our sponsor.

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I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).