Okeedokey ... the assorted changes are in place for the warp-disengagement missions.
They're available in
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exeKeep an eye out for weird ship placement or oddball matchups, but otherwise they're hopefully in ok shape.
A few notes on the warp disengagement
- it uses pseudo-SFB rules for minimum speed to jump (in SFB you need to be travelling at best speed with at least half your engines or 15 warp boxes, whichever is less, so I compute what speed that would mean for your ship and use that speed as the requirement)
- disengagement is done by getting to (at least) your minimum required speed and switching to yellow alert, then wait for 30 seconds or so til it accelerates you to speed 3k and drops you to green alert
- there is a chance your ship will breakdown if you take any damage at that speed, dumping you to speed 0 with a bunch of extra damage
- drone users might manage to sneak off one parting shot, but I think I closed all the other warp speed exploits (I'm probably wrong, lemme know
)
- the map is roughly 2500x2500, so it should usually only take 10-20 seconds to escape using the disengagement speeds
EDIT:: Oh bugger! I forgot to include the catch that you can't warp out in the first two minutes ...OK, corrected and reposted.It's just two missions, Met_EDDisengagePlayer.scr, Met_EDDisengageEnemy.scr, but as discussed earlier it effectively incorporates planet/base assaults and defenses. (Though these two do not support destructible bases for the server map, I'll need to put together a seperate script for that.)
I'll get around to big-map/warpifying the specialty missions over the next couple of months - convoy raids/escorts, surveys/scans, ambushes, shipyard raids, etc etc.
dave