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  #1  
Old March 6th, 2001, 06:12 PM

jowe01 jowe01 is offline
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Default How do allegiance converters work ?

Anybody understands how the success chances of allegiance converters are calculated ?
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Old March 6th, 2001, 06:47 PM

WhiteHojo WhiteHojo is offline
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Default Re: How do allegiance converters work ?

Don't have a clue but hope someone Posts the answer - I've always wondered this myself...

I assume that the experience rating of the target comes into play somehow...



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  #3  
Old March 6th, 2001, 10:18 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: How do allegiance converters work ?

Well, if the weapon misses, it does nothing. If it hits, I believe the damage rating is a percent chance of conVersion.

So a massive mount will guarantee a conVersion upon hitting.

The experience of the target would help them dodge the initial shot.
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Old March 6th, 2001, 10:33 PM
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Default Re: How do allegiance converters work ?

BTW - I don't think shields protect against Allegiance Subverters. I captured one via Crew Insurrection, and used the Allegiance Subverter to take another ship armed with 'em, even though the target had shields up. I was kinda surprised it worked - and it worked on the first shot (which is good, because their reload rate is 30 or something like that, so you only get one chance per weapon per battle). Not certain about percent chance - it worked for me on the first shot, but I don't remember the range so I don't know if I beat the odds or not...
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Old March 7th, 2001, 01:35 AM
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Default Re: How do allegiance converters work ?

I dont think its a straight percentile. I have had small ones work in one shot, and massive ones fail on the first shot. certainly the higher the damage number, the more likely they are to work. It does seem like the more crew quarters are on a ship, the harder it is to take. in example, escorts are alot easier to take over than starbases with the same size/range subverter.
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Old March 7th, 2001, 03:47 AM
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Default Re: How do allegiance converters work ?

I had assumed that the same stats for ship capture in combat are in SEIV as in SEIII.

Thus, if you have a StarBase with a few Security Stations, any ship that managed to get into firing range without being destroyed, disabled, pushed, or warped (I don't remember, is the random warp gun still in the game?) wouldn't be able to touch it with allegiance converters.
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