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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)

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******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe,

And so with the news,
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As part of the update outlined in the 7th February post, turn fees have been increased as from today.

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******Empire Syndicated News Network (ESNN) ******

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Welcome to the new version of ESNN (formally CSNN), giving the news and views from the former CSNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe,

And so with the news,
***** Inter Galactic News *****

A Detinus expeditionary force is being assembled to liberate slaves in the Twilight Periphery. Stung by the wit of the Wimble Dinash, Admiral Bridge is leading a personal and sizeable force against the newly constituted Flagritz Republic.

The Wimble Bake Off has new competition with the Dominion instituting a Master Chef competition in the Orion Spur. This is all said to be a cover for further land grabs and in preparation for a move against the Hive and Dewiek, tipping the balance further in the Stellar Empire’s favour.

Meanwhile, the Wimbles struck off a number of hapless Wimbles under their new rules. To cement their plan to align themselves with the Stellar Empire, they have offered the services of their new masters to the Emperor.

Several hundred thousand slaves have been released by the Flagritz Republic but the terms of their manumission are unclear. Millions more await their emancipation. Many have refused to accept freedom without transit home, especially those brought in from outside peripheries. Many reportedly were captured by the Stellar Empire from the Detinus Republic and then sold on to the Flagritz.

***** Inter Galactic News *****

The ship PRV HarCop Omega has been reported both in Orion and Corewards. This was the flagship of the former League Chairman, sacked from the role when the League went into administration and quietly disappearing beyond the edge of known space. It is thought that his return may have been for a clandestine meeting with his former contacts in Harlong and Coptuv. If so then he clearly has an agenda.

Unconfirmed stories that the Pirate King of The Pirate Holes and Million Islands is near completing research on the various larger ships his pirates have successfully captured over the past few years (big thanks to all the affiliations that participated in 'donating' ships). If the rumours are true it is likely a new armada of pirate ships using more advanced technology will be found in Corewards in the near future.

An supernova has been detected originating from just beyond the Transpiral Periphery. The rare event has created ripples in the subspace of the nearby stars. Nobody has reported any tangible ramifications but this is the first supernova in the current age of the Peripheries so esoteric scientists are excited by the prospect of grants to study the relatively nearby phenomena.
***** Inter Galactic News *****

*** Wimbles Crisis Solved ***

The Wimble Crisis of 217 has come to an end with the human Baron making way to the wimble Grandfather Paden Mastaak. Celebrations were held in Wimbledon upon the news with crack teams of Wimble security staff guarding all the pies.

It’s unclear how long the Wimbles will enjoy this new era of peace and self-determination.

Vocal Wimble Dinasha, one of Paden’s early backers, has chosen this precarious moment to bait Dewiek, Flagritz and humans who were initially disposed to be friendly to the new administration. Whilst the Wimbles' history with the former-slave-loving Flagritz could be understood, their animosity towards the Dewiek and humans was more mysterious. One insider alluded to a rise in the number of cases of foot-and-mouth across the herd as being a likely cause.

Inside this issue of the SSS: * Storm in a Teacup *** Yahn Bares All * &etc

***** Inter Galactic News *****

*** Knockin’ On Heaven’s Door ***

The stargates are closed! Reports from multiple sources indicate at least three of the stargates, all within Dewiek controlled systems, have been closed.

Two different sources have indicated that the TCA have been spotted recently in a number of systems and may be behind this turn of events. A scan sent to the SSS indicated eight TCA ships were recently spotted first in the Faery system and later near the Kasmer stargate.

Another source, suspiciously put the blame on the ARC, suggesting the ARC and DEN were working together because they “need to trap [the TCA] and try and finish them off after the DEN bodged their operation to protect the ARC while they incinerated the MEK homeworld, which ended up with several ARC ships being destroyed and the job only being half done."

However, with no public statement from the Dewiek themselves, its hard to know whether these rumours are reliable.

Lord Igor of the Dominion and Erasmus Andersen of the Garcia Family both offered public apologies at the delay in meeting their trade commitments because of the recent closures. The not-so-subtle subtext being that someone will pay with blood for this interference in their business. Or at least with a stealthy price rise.

Inside this issue of the SSS: * Wimble Civil Strife * Who Sniffs the Sniffers? * Largin’ It * &etc

***** Inter Galactic News *****

*** Videtis quantum scelus contra rem publicam vobis nuntiatum sit? ***

The Flagritz Empire is no more! The Flagritz Republic is reborn! Quick on the heel of the collapse of the Empire, the Fessin caste declared a new era of foreign and economic policy with a rapid withdrawal behind the Black Gate.

The new ecologically-friendly Prime Minister Kayxaer, asked for patience as “economic” reforms were undertaken. It remains to be seen whether there will be any price to pay for the dramatic changes being made by the reclusive Flagritzi or whether it will all be sunshine and rainbows going forward.

Inside this issue of the SSS: * Large at Large * &etc


Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

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).