Wingman Questions

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Flybye
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Wingman Questions

Post by Flybye » Thu, 1. Mar 07, 21:03

So lets say I assign a wingman/men to a freighter.

Obviously, the freighter jumps around.

1) Will the wingman also jump with him?
2) If he does, will he be smart enough to replenish his ECs when the freighter also docks?
3) Should I assign it as a Wingman or simply Protect Ship?
4) What's the difference?
5) If the freighter is equipped with a transporter, what are the remote chances that the freighter will instantly transport ECs to the wingman?

Thanks again to all that put up with my questions :mrgreen:

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Re: Wingman Questions

Post by fiksal » Thu, 1. Mar 07, 21:08

Flybye wrote: So lets say I assign a wingman/men to a freighter.
I assume, by "assign a wingman" you mean commands "Protect ship" or "Attack nearest enemy", right?
Flybye wrote: Obviously, the freighter jumps around.
UT, I take it?


1) only if he has enough eCells. Otherwise he'll fly through the gates.

2) not in the un-modded game

3) Wingman only works for YOU. So you'll need to use one of the Combat commands.

4)
When assigned as wingman, then you can control them with two hot keys (not sure what they are).
When set to "Protect". The ship will attack anyone who will fire at the target ship.
When set to "Attack nearest enemy to". The ship will attack any enemy* next to the target ship.

* who is "enemy" and who is not is specified in ship's settings

5) none by itself
But you can transfer eCells from one ship to another, manually, via special commands
Last edited by fiksal on Thu, 1. Mar 07, 21:10, edited 1 time in total.
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Re: Wingman Questions

Post by CraftyPilot » Thu, 1. Mar 07, 21:10

Flybye wrote:So lets say I assign a wingman/men to a freighter.

Obviously, the freighter jumps around.

1) Will the wingman also jump with him?
2) If he does, will he be smart enough to replenish his ECs when the freighter also docks?
3) Should I assign it as a Wingman or simply Protect Ship?
4) What's the difference?
5) If the freighter is equipped with a transporter, what are the remote chances that the freighter will instantly transport ECs to the wingman?

Thanks again to all that put up with my questions :mrgreen:
1) Yes, it set to Protect...
2) No, and M5/M4/M3 have small cargo bays. A TS can jump the length of the universe, the wingman will fly around the universe through dangerous sectors to keep up.
3) and 4) Wingman applies to ship relationships with you.
5) That cannot be done.

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Post by Flybye » Thu, 1. Mar 07, 21:15

Setting a ship to protect a freighter is now sounding like a bad idea.

And yes I was referring to my UTs. But I was also referring to my CAs.

Since the CA has to dock back at my SPP anyways after every round trip, I'm sure a fully loaded M4 would have enough ECs to jump at least twice. But the key here is would he autoreload with ECs once it docks again at the SPP.

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Post by fiksal » Thu, 1. Mar 07, 21:37

Flybye wrote:Setting a ship to protect a freighter is now sounding like a bad idea.
It depends... it seemed to me the "escort" will wait for the ship to take the first hit... on the other hand "Attack nearest" will send your escorts attacking everyone around them.

Flybye wrote: And yes I was referring to my UTs. But I was also referring to my CAs.
I wasnt aware that CAs can jump.
Flybye wrote: Since the CA has to dock back at my SPP anyways after every round trip, I'm sure a fully loaded M4 would have enough ECs to jump at least twice. But the key here is would he autoreload with ECs once it docks again at the SPP.
There might be few scripts in S&M that you might find useful.
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Post by Flybye » Thu, 1. Mar 07, 21:40

fiksal wrote:....I wasnt aware that CAs can jump......
Mine most certainly do :)

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Post by fiksal » Thu, 1. Mar 07, 21:41

Flybye wrote:
fiksal wrote:....I wasnt aware that CAs can jump......
Mine most certainly do :)
cool :)
I've been mostly fighting, and making booze
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Post by Nanook » Thu, 1. Mar 07, 21:42

fiksal wrote:...
Flybye wrote: And yes I was referring to my UTs. But I was also referring to my CAs.
I wasnt aware that CAs can jump....
Yup. They can after a certain level. It's the Station Managed ships that I don't think can use jumpdrives.
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Post by fiksal » Thu, 1. Mar 07, 21:51

Nanook wrote: Yup. They can after a certain level.
do they do it at both "internal" and "external" jobs?
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Post by Nanook » Thu, 1. Mar 07, 22:01

fiksal wrote:
Nanook wrote: Yup. They can after a certain level.
do they do it at both "internal" and "external" jobs?
You're thinking CL's, or Commodity Logisitics. We're talking about, CA's, Commercial Agents. Two different birds. :)
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Post by fiksal » Thu, 1. Mar 07, 22:03

Nanook wrote: You're thinking CL's, or Commodity Logisitics. We're talking about, CA's, Commercial Agents. Two different birds. :)
ahh... that might be... *smacks himself*
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Post by Flybye » Thu, 1. Mar 07, 23:33

Well....would the CLs do it? :)

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Post by workshop » Thu, 1. Mar 07, 23:47

With the agent softare, is there any way to level him quickly to where he can jump. I've got one continually getting into trouble because he insists on flying through pirate sectors. :evil:

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Post by Nanook » Thu, 1. Mar 07, 23:50

CL's will use a jumpdrive, as well, once trained, but they won't resupply an escort with e-cells. AFAIK, there's no official script to do such a thing. You might check in the S&M forum for additional help. I'll bet someone's written something along those lines.
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Post by Flybye » Fri, 2. Mar 07, 00:01

workshop wrote:With the agent softare, is there any way to level him quickly to where he can jump. I've got one continually getting into trouble because he insists on flying through pirate sectors. :evil:
I actually created a Wheat farm in a sector with 2 Cahoona Bakeries, and a couple of SPPs 1 sector away.

I specifically called this sector the "Training Station." Once They have Freighter Pilot status, I transfer them over to another ship and assign them a real station.

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Post by workshop » Fri, 2. Mar 07, 01:12

Cool, nice idea will try that. Actually that should work anywhere, where there is a nice loop missing one of the resources, shouldn't it? Where you supply the missing factory, I mean

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Post by fiksal » Fri, 2. Mar 07, 01:17

workshop wrote:Cool, nice idea will try that. Actually that should work anywhere, where there is a nice loop missing one of the resources, shouldn't it? Where you supply the missing factory, I mean
probably, just dont forget to make credits
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Post by workshop » Fri, 2. Mar 07, 01:30

Lol yeah, already sick of the plot ore mine not making any money.

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Post by Nanook » Fri, 2. Mar 07, 01:36

workshop wrote:Lol yeah, already sick of the plot ore mine not making any money.
Complex it. When I did the plot, I put a pair of SQUASH mine factories on it, and they were always sold out. Probably could have added at least two more, if I'd continued with that game. :)
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

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Post by workshop » Fri, 2. Mar 07, 01:41

Now that is a TOP idea. Was just pondering what I could complex it to, so that is would be relativly self-sufficent. Now squash mines, what an interesting possibilty. :fg: Haven't had the chance to play with these yet, yes VERY interesting possibilties....... :fg: :fg: :fg:

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