#108b: the convoy, the mission, and the ambush #123

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opened 2026-08-23 17:25:01 +00:00 by metaheavens · 1 comment
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Subticket of #108, depends on #108a.

  • "a big fleet composed of many cargo and some attack vessels" - the prologue
    fleet is larger than any the player can field yet, and mostly haulers.
  • "you receive a message about your mission: goes to the world ship why your
    shipment" - the objective is stated, and the world ship is somewhere to
    actually fly to.
  • "at some point an easy enough enemy fleet appears, an alert from the guide
    comes. the player is meant to kil it, so it should be easy enough" - a small
    ambush the escorts can beat, announced before it lands.
  • Then the run continues toward the world ship.

The fleet size here is a special case: max_fleet_size() is 3 in a new game and
this is a convoy, so it must not be silently clamped to the player's ordinary
ceiling.

Subticket of #108, depends on #108a. - "a big fleet composed of many cargo and some attack vessels" - the prologue fleet is larger than any the player can field yet, and mostly haulers. - "you receive a message about your mission: goes to the world ship why your shipment" - the objective is stated, and the world ship is somewhere to actually fly to. - "at some point an easy enough enemy fleet appears, an alert from the guide comes. the player is meant to kil it, so it should be easy enough" - a small ambush the escorts can beat, announced before it lands. - Then the run continues toward the world ship. The fleet size here is a special case: max_fleet_size() is 3 in a new game and this is a convoy, so it must not be silently clamped to the player's ordinary ceiling.
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Owner

The convoy is ten hulls - six holds, four escorts - where a new game's fleet is one. That needs an explicit fleet-size override: a plain number rather than a fake doctrine, because nothing about your own progression should be bent to fit a cutscene.

It is carriers rather than transporters. Transporters belong to hubs and are not fleet-eligible at all, so a convoy of them would have been silently filtered down to its escorts - which is exactly what happened on the first run.

The ambush is chasers and only chasers. "Easy enough" is the requirement, and a sniper or an artillery piece against a convoy you cannot yet fight properly is neither easy nor a good first impression. Clearing them ends the beat; ignoring them lets it time out rather than stranding you.

Done in 2091692, landed together with the other two - the frame is useless without a script and the script has nowhere to run without the frame.

Suite: 136/136 green.

The convoy is ten hulls - six holds, four escorts - where a new game's fleet is one. That needs an explicit fleet-size override: a plain number rather than a fake doctrine, because nothing about your own progression should be bent to fit a cutscene. It is carriers rather than transporters. Transporters belong to hubs and are not fleet-eligible at all, so a convoy of them would have been silently filtered down to its escorts - which is exactly what happened on the first run. The ambush is chasers and only chasers. "Easy enough" is the requirement, and a sniper or an artillery piece against a convoy you cannot yet fight properly is neither easy nor a good first impression. Clearing them ends the beat; ignoring them lets it time out rather than stranding you. Done in 2091692, landed together with the other two - the frame is useless without a script and the script has nowhere to run without the frame. Suite: 136/136 green.
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metaheavens/spaceship#123
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