Bailing mechanics changed?

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fireanddream
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Re: Bailing mechanics changed?

Post by fireanddream » Fri, 28. Jan 22, 08:12

johneh77 wrote:
Fri, 28. Jan 22, 00:49
Cycrow wrote:
Sat, 22. Jan 22, 12:14
if you pick up them and deliver them to their destination it should increase your honour, which should increase your bail chance
Where do you find your honor stat?
You might as well look at your space suit kill count. I made it to 39 before anyone bailing becomes extremely unlikely (I'm talking about 20ish reloads for a 10 morale dude). I did climbed all the way back and at neutral Xenons are bailing quite often.

BrigandPhantos77
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Re: Bailing mechanics changed?

Post by BrigandPhantos77 » Fri, 28. Jan 22, 23:10

fireanddream wrote:
Fri, 28. Jan 22, 08:12
johneh77 wrote:
Fri, 28. Jan 22, 00:49
Cycrow wrote:
Sat, 22. Jan 22, 12:14
if you pick up them and deliver them to their destination it should increase your honour, which should increase your bail chance
Where do you find your honor stat?
You might as well look at your space suit kill count. I made it to 39 before anyone bailing becomes extremely unlikely (I'm talking about 20ish reloads for a 10 morale dude). I did climbed all the way back and at neutral Xenons are bailing quite often.
If you enslaved any of the passengers / pilots, or took them to your Marine Training Barracks, that counts towards it too. Thankfully doesn't apply to black market purchased slaves.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Andrea92
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Re: Bailing mechanics changed?

Post by Andrea92 » Sat, 29. Jan 22, 11:39

Cycrow wrote:
Sun, 23. Jan 22, 01:58
demanding ships to surrender and drop freight will also increase honour if you let them go after they drop thier freight.
but returning bailed pilots is the best way to increase it.

passengers dont count, only the pilots do.

there are other ways to improve your success chance however, like having more guns on your ship or the system override software installed increases your chances as well
what do you mean with "returning"?

DanKara
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Re: Bailing mechanics changed?

Post by DanKara » Sat, 29. Jan 22, 13:38

Andrea92 wrote:
Sat, 29. Jan 22, 11:39

what do you mean with "returning"?
Everytime a NPC-pilot jumps out of his ship (be it bailing from Comms or weapon fire or selling his used ship) you can pick him up.
If you look at his 'info' in your CargoBay he will show a destination nearby he wants to go to. For this you will get a reward mostly around 10.000, sometimes more, my biggest is something like 800.000.

Andrea92
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Re: Bailing mechanics changed?

Post by Andrea92 » Sat, 29. Jan 22, 17:25

DanKara wrote:
Sat, 29. Jan 22, 13:38
Andrea92 wrote:
Sat, 29. Jan 22, 11:39

what do you mean with "returning"?
Everytime a NPC-pilot jumps out of his ship (be it bailing from Comms or weapon fire or selling his used ship) you can pick him up.
If you look at his 'info' in your CargoBay he will show a destination nearby he wants to go to. For this you will get a reward mostly around 10.000, sometimes more, my biggest is something like 800.000.
oh.... I never picked up any of them

Andrea92
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Re: Bailing mechanics changed?

Post by Andrea92 » Sat, 29. Jan 22, 17:26

btw, do factions regen their ships? I acquired many advanced ts from atreus, but now I often see them using dolphins

Jimmy C
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Re: Bailing mechanics changed?

Post by Jimmy C » Sat, 29. Jan 22, 19:09

Andrea92 wrote:
Sat, 29. Jan 22, 17:26
btw, do factions regen their ships? I acquired many advanced ts from atreus, but now I often see them using dolphins
The game spawns replacements for destroyed or captured ships. It seems to be random, but only that it will be the same category of ship. TS for TS, M7 for M7, and all that. So they may have rolled a lot of Dolphins as replacements.
There may also be special routines left behind from the previous games. Such as the one that replaces lost Hyperions with only new Hyperions.

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dion_b
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Re: Bailing mechanics changed?

Post by dion_b » Sat, 29. Jan 22, 21:07

Cycrow wrote:
Sat, 22. Jan 22, 09:44
The main change to bailing in FL is that you have a hidden Honour rank that effects your bailing chance.

If you kill or enslave the bailed pilots it decreases your chance of future bails.

Also if you comm to surrender freight and then kill the ship it also decreases the chance.
Interesting... is this a per player or per ship stat?

I found basically nobody bailed for me anymore in my Kogerasu Maru in which I *may* have been slightly dishonourable a few times too many, but when I switch to another ship, say my Mamba Raider, opponents started bailing again all over the place.

Until I read this I assumed it had to do with ship type, now it seems obvious it was due to my actions - but that makes the difference with another ship all the more puzzling.

fireanddream
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Re: Bailing mechanics changed?

Post by fireanddream » Sun, 30. Jan 22, 10:52

dion_b wrote:
Sat, 29. Jan 22, 21:07
Cycrow wrote:
Sat, 22. Jan 22, 09:44
The main change to bailing in FL is that you have a hidden Honour rank that effects your bailing chance.

If you kill or enslave the bailed pilots it decreases your chance of future bails.

Also if you comm to surrender freight and then kill the ship it also decreases the chance.
Interesting... is this a per player or per ship stat?

I found basically nobody bailed for me anymore in my Kogerasu Maru in which I *may* have been slightly dishonourable a few times too many, but when I switch to another ship, say my Mamba Raider, opponents started bailing again all over the place.

Until I read this I assumed it had to do with ship type, now it seems obvious it was due to my actions - but that makes the difference with another ship all the more puzzling.
Probably just luck. Cycrow also said the system override software and the total number of guns plays a factor too.

BrigandPhantos77
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Re: Bailing mechanics changed?

Post by BrigandPhantos77 » Wed, 2. Feb 22, 00:37

DanKara wrote:
Sat, 29. Jan 22, 13:38
Andrea92 wrote:
Sat, 29. Jan 22, 11:39

what do you mean with "returning"?
Everytime a NPC-pilot jumps out of his ship (be it bailing from Comms or weapon fire or selling his used ship) you can pick him up.
If you look at his 'info' in your CargoBay he will show a destination nearby he wants to go to. For this you will get a reward mostly around 10.000, sometimes more, my biggest is something like 800.000.
You been jipped then. :lol:

I've gotten almost 2 million a couple times. :D
Peace is a state of mind!
War is absolute!
~ Phantos ~

DanKara
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Re: Bailing mechanics changed?

Post by DanKara » Wed, 2. Feb 22, 11:29

BrigandPhantos77 wrote:
Wed, 2. Feb 22, 00:37
You been jipped then. :lol:

I've gotten almost 2 million a couple times. :D
I don't know the word 'jipped' (in that context). Google & Co are of no help either.
If you mean, the rewards can go higher. I suppose so, becauce my 800k-reward is for a lvl-12(?)-pilot (that I still/currently have aboard my MARU). Maybe I had higher rewards in the past, if so can't remember and did not want to boast or lie, so I stayed on the safe site with my statement. :oops:
[...and one or two millions more or less who cares... :P ]

BrigandPhantos77
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Re: Bailing mechanics changed?

Post by BrigandPhantos77 » Thu, 3. Feb 22, 01:26

DanKara wrote:
Wed, 2. Feb 22, 11:29
BrigandPhantos77 wrote:
Wed, 2. Feb 22, 00:37
You been jipped then. :lol:

I've gotten almost 2 million a couple times. :D
I don't know the word 'jipped' (in that context). Google & Co are of no help either.
If you mean, the rewards can go higher. I suppose so, becauce my 800k-reward is for a lvl-12(?)-pilot (that I still/currently have aboard my MARU). Maybe I had higher rewards in the past, if so can't remember and did not want to boast or lie, so I stayed on the safe site with my statement. :oops:
[...and one or two millions more or less who cares... :P ]
:D I was trying to be funny. They do go higher. Most of the time for me it's been a pirate or yaki. :mrgreen:

I'm sure I mis-spelled the word. Basically those pilots held out on you and stuck there thumb at you from there noses. :P
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
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Re: Bailing mechanics changed?

Post by Sovereign01 » Thu, 3. Feb 22, 19:02

BrigandPhantos77 wrote:
Thu, 3. Feb 22, 01:26
DanKara wrote:
Wed, 2. Feb 22, 11:29
BrigandPhantos77 wrote:
Wed, 2. Feb 22, 00:37
You been jipped then. :lol:

I've gotten almost 2 million a couple times. :D
I don't know the word 'jipped' (in that context). Google & Co are of no help either.
If you mean, the rewards can go higher. I suppose so, becauce my 800k-reward is for a lvl-12(?)-pilot (that I still/currently have aboard my MARU). Maybe I had higher rewards in the past, if so can't remember and did not want to boast or lie, so I stayed on the safe site with my statement. :oops:
[...and one or two millions more or less who cares... :P ]
:D I was trying to be funny. They do go higher. Most of the time for me it's been a pirate or yaki. :mrgreen:

I'm sure I mis-spelled the word. Basically those pilots held out on you and stuck there thumb at you from there noses. :P
I think the reward has to do with how far (in terms of how many sectors) from the nearest station they are when they bail, however because most of the bails I've gotten have a station in sector, I would need to test it in an empty sector.

Jimmy C
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Re: Bailing mechanics changed?

Post by Jimmy C » Thu, 3. Feb 22, 19:09

Sovereign01 wrote:
Thu, 3. Feb 22, 19:02

I think the reward has to do with how far (in terms of how many sectors) from the nearest station they are when they bail, however because most of the bails I've gotten have a station in sector, I would need to test it in an empty sector.
I've already done that. In an empty sector like Desecrated Skies, astronauts just float there with no destination.

Sovereign01
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Re: Bailing mechanics changed?

Post by Sovereign01 » Fri, 4. Feb 22, 22:56

Jimmy C wrote:
Thu, 3. Feb 22, 19:09
Sovereign01 wrote:
Thu, 3. Feb 22, 19:02

I think the reward has to do with how far (in terms of how many sectors) from the nearest station they are when they bail, however because most of the bails I've gotten have a station in sector, I would need to test it in an empty sector.
I've already done that. In an empty sector like Desecrated Skies, astronauts just float there with no destination.
I had one bail in Xenon Hub, their destination? My HQ that I'd placed at the bottom of the sector :lol: I make a point of keeping my ships from idling near the plane of the sector, means any ships that are red won't go out of their way to have a go. The one time they did was due to my Guppy's drones attracting the attention of a Centaur Prototype. It didn't stay Argon for long! :lol: Probably won't have much use for the design as the tiny cargo bay really hurts its range unless I base it off a ship capable of carrying M6s. Like the Aran that I have under construction is nearing completion... :D

Hwitvlf
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Re: Bailing mechanics changed?

Post by Hwitvlf » Fri, 9. Sep 22, 01:31

Jimmy C wrote:
Mon, 24. Jan 22, 12:12
I can't reset their destination anymore. It's frustrating. I'm keeping them in the hopes that an update will fix the issue.
The 'change destination' method seemed more like an exploit to me, but I think a neat mod would be to allow all pilots to be dropped of at any Goner station.

I keep a 'prison' TS with tons of bailed pilots who want to go to hostile stations. If I ever have a momentary flip in recognition (destroy xenon fleet in pirate space), I quickly send the prison TS in to drop off anyone it can.

Jimmy C
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Re: Bailing mechanics changed?

Post by Jimmy C » Fri, 9. Sep 22, 14:54

Hwitvlf wrote:
Fri, 9. Sep 22, 01:31
The 'change destination' method seemed more like an exploit to me,
Two reasons why it isn't. First, once their destination changes (because you ejected them) why would it change back to the previous one when you pick them up again? Second, when you picked them up the second time, not only does their destination revert to the first station they tried to go for, their location is "in space" as if they were still floating around in their suits, instead of your ship as it should be.

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