XDK X-Wing Mission Design Kit v1.4     

Tutorial

tut1.xwi and tut1.brf     Boarding and Capture
tut2.xwi and tut2.brf     Starships in action

------------------------Boarding and Capture---------------------

Tut1 shows some examples of boarding and capture and what is
needed to carry out a mission.  

   The transport, Sam, is set to trade cargo with the freighter, 
Dry Dock.  Looking at Sam, you can see that the command is set to 
swap cargo with ship group 3, the freighter.  Also, notice that 
the boarding time is set to 2 minutes.  The boarding time can range 
from a minute to ten minutes. If there is little activity in the
mission, you should use shorter boarding times.  The mission
requirement allows you to set a condition for mission success.
Sam does not have one, but you could use the Survive requirement.

   The freigter, Dry Dock is set to be inactive.  The target of a
boarding or capture operation should be inactive or stationary.
Having a ship diabled via ion cannon or going to a rendezvous will
make it stationary.  After a docking maneuver, a ship will normally
reactivate and head home.  If home is set to hyperspace, the ship
will begin to warp-out.  The frieghter's mission is set to Captured.
You could also use the Docked requirement; it will then be successful
after the first docking action.  All Docked and All Captured requirement
should only be used on the target craft.  The craft doing the action
should not carry these two mission requirements.

   The shuttle, raider, is set to capture the freighter.  Notice that it
warps in fairly close to the target.  Shuttles and transports move
slowly and require large amounts of time to travel if the distances
are too far.  The mission requiement for the shuttle is Survive.
If it warps out, it will have fulfilled its mission.

   Thus, for a boarding action, one needs to set: 

** boarding command for the ship doing the boarding

** boarding time for the ship doing the boarding

** inactive command, rendezvous, or other(await disabling) for the target

** set mission requirement if desired for docked, survived, captured, etc.



-------------------------Starships in Action----------------------

Tut2 demonstrates how to utilize starships.

  The first starship, the Frigate Regis, has the StarShip Patrol and
Hold command.  It will run its patrol and hold steady upon completion.
This command is good for convoy ships heading into dock, ships on 
extended patrol and other instances where you do not want the ship
to leave.

  The second starship, the Corvette David, is set to arrive 1 minute
after the Frigate has been identified.  By changing the arrival
condition and time, you can set many different arrivals.  The corvette
has the StarShip Patrol and Leave command with the target specified.
The target is the Regis.  When it enters range, the David will fire upon
the Regis.  If it survives, it will complete its patrol and then leave.

  The freighter Juno is Holding Steady.  Ships using Hold Steady that
have weapons will fire upon any enemy craft coming in range.  It is the
standard and most often used command for starships.

  The Star Destroyer Judicator has the command, Await Craft to Return.
It will hold steady and is serving as a mothership for another craft.

  The Shuttle Hauler, is ordered to dock with the freighter and pick
up the cargo of prisoners.  This shuttle is set via the mothership
option to arrive and depart conventionally with the STD serving as the
mothership.  Therefore, upon completing the pick-up, it will go to the
STD and enter its hanger; thus returning home.  The Star Destroyer
will then depart once this ship is safely in the hanger.

The starship commands enable the starships weapons systems, make them
move like starships, and also set them to perform certain functions
such as serving as a mothership.  Ships without hyperdrive (ie. the TIEs)
will not depart via hyperspace.  If you wish them to depart from the scene
completely, set a starship (with a hanger) as its mothership.



