Post by ehkamp on Apr 4, 2011 18:29:37 GMT -5
Attached are flow-sheets for the way I think it works. (But this section have not been 100% fact-checked yet, so may contain errors.) Does not include the new "Executed for Crimes" Combat Defeat/Draw outcome, because I don't have details on it yet. There is one page for each type of enemy Captain (Merchant, Pirate, etc).
Here's the other outcomes, as I understand them:
Death
• On Basic & Normal Starting Difficulties, Captains cannot die. Instead, they Make Narrow Escape. The Captain continues with the Ship Stats at the end of Combat (or other cause of Death).
• All other Starting Difficulties (Challenging+), death means Game Over. Your Captain is dead!
• Exception: If an Escape Shuttle (Ship's Upgrade) was installed on your Ship. Then, the Captain survives to command the Escape Shuttle which contains Cargo, Water-Fuel, and Emergency Rations. The Captain may lose Criminal Status (50% chance) because Factions believe the Captain is dead.
• New: Death screen now includes an explanation as to why your Captain died!
Search
• Victor will Search your Ship for illegal Trade Goods (Artifacts, Weapons, Electronics), Records, Packages, and Passengers.
• Currently always Search, but changes planned (planned feature).
• Takes one week.
• Searches always find and "confiscate" everything. (new in 3.4.9, 20 Feb 11)
• Trade Permit protects Artifacts, Weapons, Electronics, and Records.
• The Smuggler (Ship's Officer) can hide ONE Package or Passenger Contract from Search (after ability is unlocked by Quick Contracts II Award).
• Will void Package & Passenger delivery Contracts, but not other Contract types. [bug reported here]
Loot
• Victor takes all Cargo, Packages, Passengers, and Torps.
Prison
• The Captain, Crew, and Ship are all imprisoned on a Prison Cruiser.
• Faction Rank lost. Trade Permit and Death Warrant immediately revoked. Most Contracts will expire.
• Depending on Reputation, Passengers and up to 100 Crew may be executed.
• Does not automatically void all active Contracts, but most will expire.
• Each crime recorded by Faction = 2 weeks in Prison, up to maximum of 40 years. Length recorded in Ship's Log.
• While in Prison, the Crew can Riot. During each Riots, the Crew can die and the Captain can be injured (chance based on Warrior Skill) reducing Health by one. (Prison Riots occur in the background while on the Prison screen.)
• At end, still have the Ship, Crew, Cargo, and Torpedoes present at the end of Combat.
Disgrace
• Decreases Reputation.
• No risk of Permit or Rank loss.
• Against Bounty Hunters & Warships only: May chase if Passengers or Packages from another Faction on-board. Risk of a wound (-1 Health).
Disengage
• The most common result of a Draw.
• No effect on Rank, Rep, or Permits. No Search.
• Returns you to the Main Navigation Map.
• Does consume Water-Fuel use. Disengaging from non-hostile encounters consume less than Hostile ones.
• Moves you forward?
Peace
• Returns you to the Main Navigation Map. No additional Water-Fuel use and (should) move you forward. [there is a bug here]
• Acknowledge always results in Peace!
• No effect on Rank, Reputation, or Permits. No Search.
(Sneak preview of Player's Guide.)
Liz
Here's the other outcomes, as I understand them:
Death
• On Basic & Normal Starting Difficulties, Captains cannot die. Instead, they Make Narrow Escape. The Captain continues with the Ship Stats at the end of Combat (or other cause of Death).
• All other Starting Difficulties (Challenging+), death means Game Over. Your Captain is dead!
• Exception: If an Escape Shuttle (Ship's Upgrade) was installed on your Ship. Then, the Captain survives to command the Escape Shuttle which contains Cargo, Water-Fuel, and Emergency Rations. The Captain may lose Criminal Status (50% chance) because Factions believe the Captain is dead.
• New: Death screen now includes an explanation as to why your Captain died!
Search
• Victor will Search your Ship for illegal Trade Goods (Artifacts, Weapons, Electronics), Records, Packages, and Passengers.
• Currently always Search, but changes planned (planned feature).
• Takes one week.
• Searches always find and "confiscate" everything. (new in 3.4.9, 20 Feb 11)
• Trade Permit protects Artifacts, Weapons, Electronics, and Records.
• The Smuggler (Ship's Officer) can hide ONE Package or Passenger Contract from Search (after ability is unlocked by Quick Contracts II Award).
• Will void Package & Passenger delivery Contracts, but not other Contract types. [bug reported here]
Loot
• Victor takes all Cargo, Packages, Passengers, and Torps.
Prison
• The Captain, Crew, and Ship are all imprisoned on a Prison Cruiser.
• Faction Rank lost. Trade Permit and Death Warrant immediately revoked. Most Contracts will expire.
• Depending on Reputation, Passengers and up to 100 Crew may be executed.
• Does not automatically void all active Contracts, but most will expire.
• Each crime recorded by Faction = 2 weeks in Prison, up to maximum of 40 years. Length recorded in Ship's Log.
• While in Prison, the Crew can Riot. During each Riots, the Crew can die and the Captain can be injured (chance based on Warrior Skill) reducing Health by one. (Prison Riots occur in the background while on the Prison screen.)
• At end, still have the Ship, Crew, Cargo, and Torpedoes present at the end of Combat.
Disgrace
• Decreases Reputation.
• No risk of Permit or Rank loss.
• Against Bounty Hunters & Warships only: May chase if Passengers or Packages from another Faction on-board. Risk of a wound (-1 Health).
Disengage
• The most common result of a Draw.
• No effect on Rank, Rep, or Permits. No Search.
• Returns you to the Main Navigation Map.
• Does consume Water-Fuel use. Disengaging from non-hostile encounters consume less than Hostile ones.
• Moves you forward?
Peace
• Returns you to the Main Navigation Map. No additional Water-Fuel use and (should) move you forward. [there is a bug here]
• Acknowledge always results in Peace!
• No effect on Rank, Reputation, or Permits. No Search.
(Sneak preview of Player's Guide.)
Liz