fight.attack.object.capital - Slight reversal of scantime change. Instead of all ships scanning for enemies every 500ms, the formula is now 500ms + ((1.0 - ([@this.assignedcontrolled.combinedskill,50.0].max / 100.0)) * 4.5s). This is still much faster than vanilla while also reducing galaxy wide workload from this script.
fight.attack.object.medium - Slight reversal of scantime change. Instead of all ships scanning for enemies every 500ms, the formula is now 500ms + ((1.0 - ([@this.assignedcontrolled.combinedskill,50.0].max / 100.0)) * 4.5s). This is still much faster than vanilla while also reducing galaxy wide workload from this script. Restricted drone pursue distance to 90% of radar range.
fight.attack.object.station - Limited drone engagement range to 130% of weapon range or 90% of radar range, drones will only pursue up to 90% of radar range.
move.seekenemies - Player owned patrol ships can now respond to distress calls in player owned space. Still testing implementation.
fight.attack.object.capital - Slight reversal of scantime change. Instead of all ships scanning for enemies every 500ms, the formula is now 500ms + ((1.0 - ([@this.assignedcontrolled.combinedskill,50.0].max / 100.0)) * 4.5s). This is still much faster than vanilla while also reducing galaxy wide workload from this script.
fight.attack.object.medium - Slight reversal of scantime change. Instead of all ships scanning for enemies every 500ms, the formula is now 500ms + ((1.0 - ([@this.assignedcontrolled.combinedskill,50.0].max / 100.0)) * 4.5s). This is still much faster than vanilla while also reducing galaxy wide workload from this script. Restricted drone pursue distance to 90% of radar range.
fight.attack.object.station - Limited drone engagement range to 130% of weapon range or 90% of radar range, drones will only pursue up to 90% of radar range.
move.seekenemies - Player owned patrol ships can now respond to distress calls in player owned space. Still testing implementation.