When you force your opponent to surrender, you can loot their cargo and do other things to make more money than if you simply blow them up.
Cory said that to get an opponent to surrender you "destroy the ship's ability to fight back or force the Enemy Captain to surrender. Boarding is not required at all for this, but it does make it a bit easier. My preferred approach is to soften them up with torps, move in and disable their engine. Boarding is fun, but can be really dangerous at higher difficulty levels. ... Critical Chance directly means 'chance to hit Bridge or Engines' with the goal being to destroy either the Captain, or the Engines to win. Radiation Damage and Void Damage are critical to taking out Components. What you want to do, ideally, is score several critical hits AND do a bunch of Radiation or Void Damage in a single turn." ---http://startradersrpg.proboards.com/thread/15197/ship-combat-surrender-boarding-loot#ixzz4Zv3e8UPN
Are there talents that increase the chance to critical? If so, these could increase your chance to get the opponent to surrender. In my current build, I use Evasive Maneuvers on the first couple of turns of ship combat. I may try a build where I build my ship and dice pools to provide dodge and focus on Talents that improve critical.
It'd be cool to have a Talent designed to improve your chance of making the enemy surrender. This Talent might increase chance of critical and void/radiation damage, but leave standard damage as is, or maybe decrease standard damage slightly.
On another topic: Does getting the enemy crew 'in panic' increase the chances of surrender?
Last Edit: Mar 10, 2017 10:57:00 GMT -5 by tenbsmith
The chance to create a debuff / crippling effect. The weapon class determines the type of effect that can be generated.
Cripple and Critical and independent and can occur on the same hit. Also note that Critical Hits improve component damage for the ENTIRE round's component damage. So if you land 2 critical and 1 non-critical that does a lot of damage, the critical bonuses impact ALL the damage being allocated into the components.
Also note that Critical Hits improve component damage for the ENTIRE round's component damage. So if you land 2 critical and 1 non-critical that does a lot of damage, the critical bonuses impact ALL the damage being allocated into the components.
Oooh, that's very cool. Important to remember. So it would actually be quite effective to pair a High-Crit weapon with a Low-Crit High-Cripple weapon...
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I;m not sure if game mechanics do this, but it would make sense for the Crippling Effects to reduce crew morale. Having your precious atmosphere vented to the void or receiving a high dose of radiation can really bring a guy down.
I seem to recall fallen suggesting you get a couple of effects going on your enemy, then not fire weapons for a turn and let their morale drop. This might bring enemy crew morale under 20 and cause surrender.