Frabby
A Caravel class freighter of mine with standard configuration was ambushed by a GTT torpedo boat last week:

---------------------------------BATTLE REPORT----------------------------------

Shields are down

Incoming Fire from GTT Prober (84601)
-------------------------------------
Round 1: 15 Torpedo Launchers (Cloaked Torpedo)
- 15 hits - 7270 [9000] damage - 95%

Post Battle Summary
-------------------
We attempted to leave the battle since we could not target.
Can not flee, zero thrust.
Ship exploded on round 1
Naval Damage: 1 Sensor (103)
Military Damage: 44 Human Crew (505)
Civilian Damage: 1 Bridge (100)
40 Cargo Holds (180)
8 ISR Type 3 Engines (150)
1 Jump Drive (175)
16 Quarters (131)
29 Thrust Engines (160)
Ship hulls have taken 7500 damage (100%)

|-Command Report---------------------------------------------------------------|
| |
| Name: Corpse Reviver (34589) Sensor Profile: -98% |
| Position is not played anonymously. |
| LOCATION |
| T4 (29) Orbit - Quadrant Alpha 10 - Adamski System (150) |
| |
|-Pending Orders---------------------------------------------------------------|
| |
|------------------------------------------------------------------------------|
| Turn Cost £0 |
|------------------------------------------------------------------------------|

Several things seem to be wrong here.

First, where does "can not flee, zero thrust" come from? The ship did have 29 thrust engines fitted and thus did have combat thrust available. It should plainly have had its full maneuvering dodge bonus, and perhaps would acutally have escaped the attack.

Second, the damage distribution. The report does not differentiate between combat damage and the breakup damage incurred by the destruction of the ship. I am fairly sure that the report should normally do that.
Anyways, as you can see there is virtually nothing left of the ship. We are talking about a 75 light hull ship equalling 7500Mus hull structure, plus 5250MUs of installed internal items. All destroyed by 7270MUs of damage from the torpedo hits, plus an unspecified amount of breakup damage? That would mean over 5000MU of breakup damage on a 75 light hulled ship, isn't that way over the top?

Can anybody elaborate on how breakup damage is determined anyways?
Goth
QUOTE (Frabby @ Nov 20 2005, 04:25 PM)


Anyways, as you can see there is virtually nothing left of the ship. We are talking about a 75 light hull ship equalling 7500Mus hull structure, plus 5250MUs of installed internal items.

Normal Hulls can take 100 points of damage each, Light hulls can only take 25 points each. That means only 1875 points of hull damage were needed to totally obliterate the ship. I could have wiped out all three of your freighters there if I was greedy (with that one ship). Once the hulls take 100% damage, the ship explodes and all the components are lost in the explosion. If I had only damaged the ship and it then failed an integrity check, then there would be salvage.

Goth
Gtt
Mica Goldstone
QUOTE
First, where does "can not flee, zero thrust" come from? The ship did have 29 thrust engines fitted and thus did have combat thrust available. It should plainly have had its full maneuvering dodge bonus, and perhaps would acutally have escaped the attack.

If a ship can flee before combat there isn't a combat for the ship. That it did not flee meant that it would definitely have a round of combat.

The ship was set to maneuvering with the intention of fleeing.

The speed check to escape however comes at the end of the round.
By the end of the round there was nothing left of the ship, hence the "can not flee, zero thrust" comment.
ptb
QUOTE (Mica Goldstone @ Nov 21 2005, 09:37 AM)
By the end of the round there was nothing left of the ship, hence the "can not flee, zero thrust" comment.

Of course, with no ship, what actually had the 'zero thrust' is debatable...

happy.gif