 | talespin |
| RE: So, I will know in the future, I am playing privateers in... | Write Reply |
| @DVA You are certainly not alone in your frustration of this Planets quirk.
My understanding - which is certainly not perfect or overly technical - is that it's like drawing straws. I have 10 straws in my hand: some red, some blue. When I draw a red straw, I launch a fighter. If I draw a blue straw, I do not launch a fighter. There is a possibility that I keep drawing blue, so it's possible to get stuck drawing blue several times in a row. It's more complicated than that, but I think that's the general idea.
This happens with bays, beams, and launchers, but it's more obvious when a fighter doesn't launch. With beams and launchers, you usually see the weapon stall or "lock up" in the VCR for a few seconds, but they don't usually get stuck for as along as the fighter bays.
The Combat RNG uses a table of numbers. If your ship has 6 bays, you launch a fighter when the numbers 1-6 are drawn. If your ships has 3 bays, you only launch a fighter when the numbers 1-3 are drawn. The more bays you have, the faster you launch your fighters.
From what I remember, the Classic RNG had tables that had an arrangement of numbers that could easily cause ships with 3 bays or less to get stuck repeating a "no launch". The Expanded RNG has a more even spread of numbers to avoid this happening, but I think the Admins are still testing it out. I'm not certain on the exact technical specifications of it all.
Personally, I like that occasionally a beam, torp, or fighter does not launch. I think it adds character, a human element, to the game. Of course, getting stuck launching nothing is very frustrating. I'm hoping the Expanded RNG has the best of both worlds. |
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