and I want to stop it!
The Nova Bible shďp resource section says:
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Crew: Number of crew members. Ships with 0 crew can't be boarded, nor can they capture any other ships.
And yet the 0-crew ship I'm flying is offered the opportunity to capture the ships it boards. The odds are long -- generally I get a 1% - 4% chance -- but it isn't 0%.
Meanwhile, Zacha Pedro says:
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The Crew field: This number field is simply the amount of crew members this ship has, which is mainly used for display in the ship info dialog and when capturing other ships, for computing the capture probability. 0-crew ships are a little special: they can only capture ships as escorts, and they can't be boarded. Be aware that putting too high values can overflow the capture formula when a ship with a too big crew attempts to capture a "crew of one" ship, making the former unable to capture the latter, so don't go over ~5000.
I'm hoping that ZP is right that 0-crew ships can only use captured ships as escorts -- testing that could require capturing 40 or more ships, and that's more than I'm up for. Here's the thing, though: what I want is a set-up that will let a certain ship in my TC board ships it disables, but not have any chance of capturing them as either fly-able ships or escorts (particularly in the case of a particular target ship, though it would be fine if this were true for all targets).
I think I can come up with an exploit that would use InherentGovt, onCapture, and some extra-nasty attacking ships to insure that any captured escorts were destroyed within a few jumps of the time they were acquired, but I'd rather be able to deny the player the ability to capture them in the first place, or have them self-destruct as soon as they were captured. Remember, though, that I do want to be able to board to plunder fuel, credits, ammo, and goods.
Any ideas?