Title: Threshold for Emergency Jump Post by: Rostin on February 10, 2015, 01:58:39 PM Hello all
Dumb question from someone of my game age... But what is the threshold of personnel damage needed to make a ship jump from combat? I am getting conflicting answers from some peers... I was always under the impression that after 15% loss of personnel the ship would exit combat, but I've had someone tell me 10% and this thread herehttp://forum.astro-galaxy.com/index.php/topic,8464.0.html (http://forum.astro-galaxy.com/index.php/topic,8464.0.html)says 25% is the magic number. So i guess my REAL question is, what mk does an EMJO need to be in order to allow a ship to suffer maximum casualties before jumping away from battle? Title: Re: Threshold for Emergency Jump Post by: Rostin on February 12, 2015, 03:57:27 AM Bump?
Title: Re: Threshold for Emergency Jump Post by: sargas on February 12, 2015, 11:13:44 AM I haven't really taken a good look at the EMJO. I sell them as soon as I can.
But, if a MK I is worth 5 %, a MK II should be 6.25% and a MK III 7.5%. I'll let you finish the math. Title: Re: Threshold for Emergency Jump Post by: Raptor on February 12, 2015, 11:31:49 AM The Consul is aware of the maths, Emperor. The question is: what is the BASIC emergency jump level without using overrides. If it's 10%, we'd need EMJOs to cover the addition 90%, but if it's 15% to begin with, an 85% EMJO will suffice.
Title: Re: Threshold for Emergency Jump Post by: Raptor on February 12, 2015, 11:32:39 AM You see, in New Rome, we live by "aut cum scuto aut in scuto". :12:
Title: Re: Threshold for Emergency Jump Post by: sargas on February 12, 2015, 07:06:51 PM I have been looking and this is the only official answer I have been able to find:
a 25% loss without EMJO is needed to jump a ship http://forum.astro-galaxy.com/index.php/topic,8464.0.html 75% crew integrity without EMJO, 70% with EMJO MK I, 64.25% with EMJO MK II, etc... or to look at it the other way: 25% loss without, 30% loss with MK I, 36.25% with MK II, etc... |