PFH wrote:DezNutz wrote:PFH wrote:Tactics are what prevent a player from defleeting. Fugi and hostile natives and other surprises can manipulate that. Also, Ravage and disfavor and ambush can also be used to prevent defleeting. Of course, this would cost more to the initial attacker, so some math would have to be calculated whether they want to risk the chances and the costs of the casts.
You can render most things useless of you know how to do it.
Want to increase credit prices and make bribe cards and other profit cards more expensive? Buy credits abnormally in the market.
Want to have 50 ships or less to lower the chances of losing a level off of your tail? Have only a weak war fleet and a few cutter scout fleets.
Want to lower the chances of a player from casting more voodoo at you? Confuse and MB them.
You obviously have never defleeted while being hit with voodoo, It's pretty easy.
It depends on the situation. If your fleets have 2 danger and you have an active fugitive on you, that 2 danger will stay for 24 hours and will take 1-2 hours after the fugitive is gone to reduce the fleet to 0 danger if the fugitive is timed right. 2 hostile natives and a fugitive will do the trick in keeping danger on your fleets.
Doesn't depend on anything. The likelihood of a player having more than 9 danger on a trade fleet that is being lit up is pretty close to nil. Even with Ffj people tend to attack trade fleets that are on the plunder board, because they are easy targets and easy money. So any danger they do have won't last very long. Even with disfavor, a trade fleet will still be zero'd out after being hit. Trade fleets stop/pause when plundered so the only danger they receive after the first plunder is from FfJ. That's a max of 3 per hour.
For fleets with a danger rating of 1 or 2, you can still remove all ships from the fleet except one of them. Furthermore, the second the fleet gets attacked, the danger rating goes to zero and you can remove the last ship or all ships.
Defleeted with ease.