What are reasons to not keep planets on friendly code NUK...

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90 days, 7 hours, 7 minutes ago
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pryath
What are reasons to not keep planets on friendly code NUK...Write Reply
What are reasons to not keep planets on friendly code NUK or ATT all the time?
90 days, 6 hours, 57 minutes ago
View regicide's profile
regicide
RE: What are reasons to not keep planets on friendly code NUK...Write Reply
To start.
1. They only work if you have defence posts.
2. they don't tell you if there is a cloaker over your planet.
3. you may not want to have your planet fight the incoming ships.
4. Attack/NUK does not work vs Fascist And Rebels, as well as the EE's SSD and RU25/30 gunboats.
5. may need to use other code.

89 days, 22 hours, 46 minutes ago
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renathras
RE: What are reasons to not keep planets on friendly code NUK...Write Reply
Some reasons I could think of:

1. If you have a planet with low numbers of defense posts, you may not want it to attack enemies on sight.
2. Further, some people try to guess your friendly codes to beam stuff off your planets.
3. Small enemy scouts may show up and if you have a ship nearby, it might be more advantageous to you to attack with your ship and try to capture them (planets do not capture ships, they keep firing until the ship dies), and if you have your planet with ATT/NUK, but your ship orbiting it doesn't have a kill or PE set to the ship that arrives, then the planet will attack the ship first. This can be useful for ships without small cloaky scouts or HYP ships to steal said ships for cloning instead of destroying them outright.
4. If the planet is too weak to take out the ship, but the enemy ship didn't know you were there, they may not have kill or PE set. This buys you a turn to scramble nearby ships to the planet to defend it against attack (if the enemy ship didn't bring clans to beam down), or to immediately take the planet back (if they DID bring clans and take over the planet). Just make sure you're always building (a) >= 15 defense posts on all your planets, or (b) don't build more than 14 factories and/or 19 mines on a planet [invisibility from Sensor Sweep mission].]

...basically, it buys you an extra turn to deny the enemy the planet/its resources, since if the planet attacked the turn the enemy arrived (and was captured), the enemy instantly has access to the resources, money, and fuel on the planet that turn, and you don't know where the ship is the next turn. This keeps the planet in your hands for one turn longer, complete with intel that the enemy ship is still there or has moved/cloaked.

5. If you're towing an out of fuel enemy ship to a Starbase to force a surrender...you probably don't want the friendly code that has your planet attack a ship out of fuel. :)

Not saying there are a lot of reasons, but there are a few.

89 days, 22 hours, 29 minutes ago
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richbnz
RE: What are reasons to not keep planets on friendly code NUK...Write Reply
Thanks Renathras. One question. Could you please confirm that more that 14 factories or 19 mines will make the colonists on the planet visible? I thought it was 15 & 20 respectively (I have always built up to 15/20 before building DFs to 15). Thanks
89 days, 21 hours, 34 minutes ago
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renathras
RE: What are reasons to not keep planets on friendly code NUK...Write Reply
I could be mistaken, but I was thinking the way it works is that at exactly 15 factories and/or 20 mines, the planet had a chance of being scanned down. For every 1 defense post, this lowers the chance of being scanned by something like 7%, or whatever adds up to 100% at 15. So each defense post makes you less likely to be scanned (but still possible) until you get 15 defense posts, at which point your planet is immune from scans and you can safely build more factories and mines.

I feel like there is a slight difference between Sensor Sweep and Bio Scan, but I don't remember what it is (either Bio Scan has a longer range or takes 20 defense posts to shield, but I don't remember which.)

You may be right that it is 16/21 when you become detectable, but I thought it was 15/20, so I always stop buidling 1 short of that to ensure I'm not scanned prior to building up defense posts.

It's interesting that it doesn't matter how many factories/mines you have, as long as it is over the limit, they are equally likely of being scanned. So 21 or 201 mines have the same chance, the only difference is if the scan report says "light" or "heavy" industrial activity.
89 days, 19 hours, 8 minutes ago
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richbnz
RE: What are reasons to not keep planets on friendly code NUK...Write Reply
Thanks Renathras, this is very helpful. I will dig a little deeper on the scan detection threshold.
89 days, 17 hours, 35 minutes ago
View dines's profile
dines
RE: What are reasons to not keep planets on friendly code NUK...Write Reply
you dont have to dig that deep:
http://play.planets.nu/#/howtoplay/mis-sensor-sweep

And you are forgetting the most important reason to not have NUK/ATT everywhere.

Minefields have fcodes, that are linked to the fcode of the nearest planet.
It becomes very easy for the enemy to guess the fc of your minefields, and pass through them unharmed, if you use NUK/ATT as the rule.
If you need to have NUK/ATT, you can negate this, by using random lowercase letters in between.
Nuk,nUk works just as fine, but is much harder for the enemy to guess.