The Defensive Settings in BoundlessPlanet allow you to design complex military strategies to defend your property regardless of whether or not you are online. Every weaponized entity in the game, from Scouts to Defense Cannons, has its own set of Defensive Settings, which means that you can set defensive values for an entire division of selected Artillery Tanks or for a single selected Hummingbird.
One of the most powerful settings is the "Request Reenforcement Range," discussed in detail below, which allows an entity to call for help across any distance. This means that though you may not see a dozen planes protecting a base, there may be a dozen planes somewhere else who will be called in to help defend it if you attack, even if the player is offline.
Unless otherwise specified, these settings are adjusted in "units" that are about the size of a Transport vehicle. To calculate distances within the game, simply look at the MiniMap location of the first location compared to the second. MiniMap locaations, which usually look like "N 3.1 W 0.7" represent 100's of distance units, so if your base is located at N3.1, and your defending air force is located at N4.1, they are at least 100 units apart.
Following are detailed descriptions of the different settings, their meanings, and their possible applications.
Engagement Event - Who should be attacked, and under what circumstances
The Engagement Event defines the trigger
which causes the selected entity to begin executing his defensive orders. The options for this setting are "those who attack me," "approaching enemies," "approaching non-allies," and "anyone who approaches."
Understand that selecting "anyone who approches" means that even approaching allies will trigger your entity's defense orders. This is the most sensitive setting.
The "approaching non-allies" option means that approaching enemies or neutral players will trigger your entity's defensive orders. This is useful for keeping new players, for whom you have a neutral political opinion, from scouting your bases.
"Those who attack me," the least sensitive setting, will ignore all movement and will only react to being fired upon. This is useful in politically sensitive regions where players who may be enemies are in a cease-fire.
Default value is "approaching enemies." This is a sensible overall setting that reacts rationally to an oncoming threat (as long as it is within the Engagement Range, see below).
Engagement Range - Only engage if the above event occurs within this distance of unit's current location (must be within unit's sight range)
The Engagement Range defines how far away the above Engagement Event can happen and still trigger your entity's defensive orders.
For example, if your Engagement Event is set to "approaching enemies," but you have your Engagement Range set very low, like 3 units, even though the approaching enemy could be within your entity's sight range, until it was within 3 units, your entity still would not react. A low setting like this is useful for high traffic areas where a certain passage is your only concern.
However, setting this value to a very high number will not have any effect outside of the limit of your entity's sight range (most entities within the game have a sight range between 15 and 30 units).
Default value is 15 units, the limit of most entities' sight ranges, allowing them to take action before the oncoming threat is within firing range.
Pursuit Range - Once engaged, pursue targets up to this distance from current location
Once Defensive Orders have been triggered, the Pursuit Range defines how far your entity will travel from its post to chase and/or attack its target.
This is the primary value which will prevent passing targets from "luring" defending vehicles away from their posts. Once the Pursuit Range is reached or the target is neutralized, your vehicle will head back to its post (possibly after a pause, depending on your Return Delay, see below).
The Pursuit Range can be set extremely high, allowing your vehicle to pursue a target all the way back to its base (though your vehicle may run out of fuel on the way).
It can also be set as low as zero, locking your vehicle at its post regardless of the threat. Low values are useful when you have a certain part of your base, like a Power Plant, that cannot be left vulnerable under any circumstances.
Default value is 15 units, allowing your vehicle(s) to chase and engage nearby threats, but will not allow them to stray too far from their post(s).
Request Reenforcement Range - When engaging, send out a Call for Reenforcements to friendly units within this distance (effective beyond sight range)
This is a powerful setting which allows an entity to summon vehicles from any distance to assist it in defending its post (though you must set which vehicles will respond to these reenforcement requests - see below).
Very high Request Reenforcement Range settings can summon your vehicles from anywhere on the map (though they may run out of fuel). If, however, you set your Request Reenforcement Range to 30 units, and the vehicle you are trying to summon is 31 units away, it will not respond.
Low settings, however, simply ensure that nearby vehicles will rally around the triggered entity.
Default value is 10 units. As long as nearby vehicles are set to respond correctly (again, see below), this value will create the intuitive reaction that an attack on one entity draws the response of the immediatley surrounding group.
Provide Reenforcement Range - When idle, respond to a Call for Reenforcements from friendly units within this distance (overrides Pursuit Range)
This is the counterpart to the above Request Reenforcement Range. When an idle vehicle recieves a reenforcement request from a distant entity whose defense orders have been triggered, it will only travel as far as its Provide Reenforcement Range.
For instance, if the Tank calling for help is 100 units away from a Plane (and the Tank has an adequate Request Reenforcement Range), but the Plane only has a Provide Reenforcement Range of 50, the Plane will only fly 50 units toward the Tank and then turn back to its post.
If, however, the Plane in this example has a Provide Reenforcement Range of 200, it will fly to the requesting Tank, engage targets until they are either destroyed or retreat, and then fly back to its post.
The final common setting for this is zero, as you may want some of your planes to remain at their posts while others provide reenforcements.
Default value is 10 units. This is the counterpart to the default value of the above Request Reenforcement Range, meaning anything in the immediate vicinity that requests reenforcements will get reenforcements - again, this creates the intuitive reaction that an attack on one entity draws the response of the immediately surrounding group.
Return Delay - After targets are neutralized or outside of Pursuit Range, wait this many seconds before returning to post
As mentioned above, once targets are neutralized or a pursuit or reenforcement range limit has been hit, your vehicle will head back to its post, but only after pausing for its Return Delay.
A long Return Delay is useful if the target tends to make repeat attacks and retreats in rapid succession.
Short values give the appearance of human interraction.
Default value is 0 seconds, returning the triggered vehicle back to its post as soon as the travel range has been hit, or the threat has retreated or been neutralized.