Combat: Difference between revisions
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ge-arena uses match-specific scoring and respawns rather than deleting a participant's persistent ship. It retains item and gold recovery after kills, but the winner depends on the active [[ge-arena|mode]], not necessarily the number of ships destroyed. | ge-arena uses match-specific scoring and respawns rather than deleting a participant's persistent ship. It retains item and gold recovery after kills, but the winner depends on the active [[ge-arena|mode]], not necessarily the number of ships destroyed. | ||
== Cybertron vs. Droid behavior in ge-next == | |||
In ge-next, [[Cybertrons]] and [[Droids]] can fight each other rather than interacting only with player ships. Classic GE does not initiate these Cybertron–Droid encounters. The <code>CATTKD</code> option in [[Main configuration reference|MPOGEMSG.MSG]] controls how readily new NPC fights begin: 0 prevents new encounters, 10 permits them without the usual limit, and intermediate values affect both the chance of an encounter and the number of Cybertrons that can be pursuing Droids at once. The default is 5. Eligible ships still have to meet their class targeting rules, and Cybertrons do not pick new NPC fights when no user players are in the game to witness it. Generally, Cybertrons start fights with Droids; only the [[Sarten Defense Drone]] can choose to target a Cybertron unprovoked. | |||
When a Droid that sends distress calls takes an attacker as its target, it broadcasts the attacker's name and its sector. The distress system remembers that attacker; a player credited with destroying it while the call is active can receive a bonus based on the Droid's class and have that faction's hostility cleared. See [[Droids]] and [[Kill credit]]. | |||
Fights between NPCs are not simulated; both NPC ships use their existing combat and evasion behavior against each other. However, NPC fights are deliberately paced more slowly than fights against players, so that users have a chance to notice and attempt a rescue if desired. Cybertrons and Droids targeting another NPC receive a longer interval between behavior updates. Standard and hyper-phaser hits between NPCs also have a toughness-based cap on ''unshielded hull damage'', preventing a powerful phaser shot from ending the fight in one hit. This cap does not describe damage against player ships or every other weapon and shield interaction. See [[Phasers]]. | |||
== Other threats and rules == | == Other threats and rules == | ||