First off, thanks in advance to anyone that give's me a hand with this.
I'm rather confused as to the mechanics of the battle system. If you have a standing fleet will it stop an incoming one. What about the "defense's" (ie. lasers, rocket launchers, gauss cannons, etc.). Do they only defend what get's past your fleet, do they help. And what are the purposes of sheilds? I'm curious how all of these things interact so if someone is well versed in the mechanics please give me a hand wrapping my head around this.
Fer-
Re: How does the battle system work
#2Defenses will add to the fleet as though they were more ships, they all take hits and attack in the same stage, so to speak. Though they cannot be moved off the planet.
Shields act as a buffer to absorb some of the incoming damage. From what i have gathered in the CR's, shields and armor of surviving ships will be reset back to full at the end of a round of combat.
Here is my response to a battle enquiry someone else put forward:
I think the damage is calculated by the ships armour value. If you notice in CR's it has a list of the weapon damage, shield strength and armour value of each ship/defence. The structure points have nothing to do with the actual damage calculation, they are simply the total Metal + Crystal it cost to construct the ship and represent what will be added to the combats TD for each destroyed unit.
At armour tech 10 a Battlecruiser has 10000 armour value. (may be wrong but what the hell).
At weapon tech 10 a Destroyer has 4000 weapon damage.
I beleive i read somewhere that each shot gives a percentage chance, depending on the remaining armour value of a ship after the shot, to explode, thus destroying it. Here is my example:
A Destroyer fires upon a Battlecruiser for 4000 damage, 4000 is 40% of 10000. This means that from a single shot by a Destroyer there is a 40% chance that the Battlecruiser will be destroyed and a 60% chance it will survive. I beleive the armour value stays at the reduced value for the remainder of the round then resets to 100% at the end of the round.
This means if the Battlecruiser survives the shot from the Destroyer it is left with 6000 armour value, if it takes another shot from another Destroyer it's armour value is reduced to 2000, giving it an 80% chance to be destroyed and a 20% chance to survive. This would continue until there is a 100% chance to be destroyed.
This damage and armour value is an example and is obviously affected by the WSA levels, also it doesen't take into account the shield buffer. I must remind you that this isn't an official statement, i read it somewhere for a similar game and am not sure it applies in ZE. It does however, make quite a lot of sense.
After further research into this i found that the ship will only have a chance to explode if the damage it takes reduces its armor below 70%.
-Istalris-
Shields act as a buffer to absorb some of the incoming damage. From what i have gathered in the CR's, shields and armor of surviving ships will be reset back to full at the end of a round of combat.
Here is my response to a battle enquiry someone else put forward:
I think the damage is calculated by the ships armour value. If you notice in CR's it has a list of the weapon damage, shield strength and armour value of each ship/defence. The structure points have nothing to do with the actual damage calculation, they are simply the total Metal + Crystal it cost to construct the ship and represent what will be added to the combats TD for each destroyed unit.
At armour tech 10 a Battlecruiser has 10000 armour value. (may be wrong but what the hell).
At weapon tech 10 a Destroyer has 4000 weapon damage.
I beleive i read somewhere that each shot gives a percentage chance, depending on the remaining armour value of a ship after the shot, to explode, thus destroying it. Here is my example:
A Destroyer fires upon a Battlecruiser for 4000 damage, 4000 is 40% of 10000. This means that from a single shot by a Destroyer there is a 40% chance that the Battlecruiser will be destroyed and a 60% chance it will survive. I beleive the armour value stays at the reduced value for the remainder of the round then resets to 100% at the end of the round.
This means if the Battlecruiser survives the shot from the Destroyer it is left with 6000 armour value, if it takes another shot from another Destroyer it's armour value is reduced to 2000, giving it an 80% chance to be destroyed and a 20% chance to survive. This would continue until there is a 100% chance to be destroyed.
This damage and armour value is an example and is obviously affected by the WSA levels, also it doesen't take into account the shield buffer. I must remind you that this isn't an official statement, i read it somewhere for a similar game and am not sure it applies in ZE. It does however, make quite a lot of sense.
After further research into this i found that the ship will only have a chance to explode if the damage it takes reduces its armor below 70%.
-Istalris-
When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...