Okay, guys and gals, here's the scoop. This is straight from the source, Mr. Matt C. Burch.
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Matt says:
(Capture odds) is based on relative crew, but relative ship strength plays a role as well. Escorts contribute too, and there is a randomness factor thrown in.
Basically, capturing other ships is based on a set of rules.
To start with, here are some provisos:
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You can't capture ships marked as 'derelict'.
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You can't capture ships if you're not a registered user.
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You can't capture ships if you're not allowed to have escorts (Vell-os storyline, for example).
First, a value called "Total Strength" is set to your own current ship's strength.
Secondly, a value called "Total Crew" is set to your own ship's inherent crew value, no modifiers applied... yet.
Any non-mission assigned escorts that are combat AI type ships have 10% of their strength and crew added to your own, for capturing purposes only. For example, if I had a crew of 5 on my ship, and I'd already captured a warship with 10 crew, I would have a capturing crew of 6 for any future vessels I tried to board. The same goes for the strength value. As you can see, this implies that the larger and more powerful the ships you have already captured, the greater your chances of capturing further ships... but freighters don't add to your chances at all.
Marines will add either a set value to your crew (say, 10 marines), or a percentage increase to your capture odds. This is where it gets tricky. A "Marines" outfit that adds a set number of crew to your ship will have it's set value added to your Total Crew. However, a "Marines" outfit that gives you a percentage increase to your capture odds adds that percentage to your total calculated capture odds, which includes all your escorts!
Here's the basic algorithm for capture odds:
Capture Odds = (Your Total Crew divided by Your Target's Crew times 10 ) times 100
As you can see, this implies that capturing a ship is very hard; the "home team" has a ten-to-one advantage, if it's just sheer numbers of crew. It's more complex than this, however.
The "capture odds" value now gets modified by any "Marines: Percentage Chance" outfits you might have. It's a straight addition; if your outfit grants you 25% better odds, you get that value added to your capture odds.
Now, we finally get to do something with that Total Strength value we were playing with earlier. If your Total Strength is greater than your target's ship strength times 5 , you get a flat 10% increase to your capture odds. What are you complaining about? You already get a tenth of their crew added to your own.
After all this has happened, your capture odds then get a bit of randomness thrown in, in the form of a plus or minus 5% random value. Cool.
Finally, your capture odds are truncated thusly: if your capture odds are less than zero, you get a flat 1% chance. Hey, it's that stray blaster bolt that hits the captain, you know? If your capture odds are greater than 75%, the odds are truncated back to 75% chance. You can never have a better than 3/4 chance of capturing a ship.
So our final algorithm looks a lot like this:
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Total Strength = your ship's strength + 10% of the strengths of all your non-mission warship escorts
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Total Crew = your ship's crew + %10 of the crew of all your non-mission warship escorts + any "fixed value" marines outfits
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Capture Odds = (Total Crew / (Target Crew * 10)) * 100
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Capture Odds = Capture Odds + any "percentage chance" marines outfits
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If Total Strength > (Target Strength * 5), add 10% to Capture Odds
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Randomly add or subtract up to 5% from Capture Odds
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If Capture Odds < 0, Capture Odds will be 1%
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If Capture Odds > 75%, Capture Odds will be 75%
Well, there you go. I hope this has helped some!
all the best,
Dave @ ATMOS
ps. Many thanks to Matt Burch for the code fragment that enabled me to come up with this walkthrough.
(This message has been edited by pipeline (edited 11-24-2003).)