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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: The magic number for running away.  (Read 1776 times)

AspirantEmperor

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The magic number for running away.
« on: September 11, 2018, 05:29:47 PM »

Does anyone know the exact highest number of ships you can have in your fleet (and whether hull size matters, or whatever else the game factors in) and still be allowed to attempt to flee when engaged, without having to fight and lose ships first? (Just in Vanilla, if that matters.)

Whether you stay under this limit has a binary result, and it really affects how I build my fleet, but I can't find the limit stated anywhere. Not even on the wiki.
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Megas

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Re: The magic number for running away.
« Reply #1 on: September 11, 2018, 05:38:36 PM »

It would be nice to know what that "magic number" is, especially within the game.  I remember reading that number or something before, but I do not remember it now.
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TaLaR

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Re: The magic number for running away.
« Reply #2 on: September 11, 2018, 08:13:36 PM »

40% of battlesize (which is 200 by default) in deployment costs.
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AspirantEmperor

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Re: The magic number for running away.
« Reply #3 on: September 11, 2018, 08:57:59 PM »

Thank you.
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Shrugger

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Re: The magic number for running away.
« Reply #4 on: September 11, 2018, 11:39:25 PM »

That really should be in-game somewhere.
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Midnight Kitsune

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Re: The magic number for running away.
« Reply #5 on: September 12, 2018, 03:26:59 AM »

In .9, I think Alex will have a warning on the fleet screen that states when you go over that limit
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Alex

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Re: The magic number for running away.
« Reply #6 on: September 12, 2018, 10:50:29 AM »

Yep.
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