Hmmm...would it be possible to give a fleet created this way objectives (like regular mission special ships)? I doubt it, but there might be a workaround. Possibly some type of shield or something that would make destroying a Special Ship impossible without destroying the fleet in-system...
Going on to another method-fleets in dudes:
One of the detractors said that the phrase 'fleets can be included in dude resources' was removed from the EVN Bible. But, it's still there (revision 4/9/03). As well, the end of the explanation for fleets reads as follows: Note: The AppearOn field is ignored when the fleet is pointed to by a dude resource. Because the AppearOn field is exclusive to Nova, I doubt that this was a relic accidently inherited from prior versions.
I was wondering...in the ShipType field for a dude resource, could you put in the ID number of a fleet (or maybe the negative ID number of a fleet, kind of like what you do for a system you want a fleet to appear in)?
(I feel that fleets give more control to the developer. Knowing that the player will have to destroy exactly one XXX-type Super-Capital ship escorted by exactly four YYY-type Other Ships is more powerful than only knowing that you'll get 5 'random' ships, and for each ship there will be a 20% chance for generating type XXX and 80% chance for generating type YYY)
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(url="http://"http://www.geocities.com/ue_rd")Fatal Alliance- an upcoming quasi-TC for EVN.(/url)
Secret Project: In intermediate planning stages. (No links available)
(This message has been edited by UE_Research & Development (edited 09-21-2003).)
(This message has been edited by UE_Research & Development (edited 09-21-2003).)