It is indeed very random. (To squirrel)
I meant it would be too powerful if the current hit vs all is maintained (To Squirrel)
Re: Battle Engine Discussion
#32Ahhh, i see what you mean. The damage right now is targeted at the whole opposing force, not a single unit. In other words, if Rapid Fire were to be enabled now, it would be lethal.Zorg wrote:It is indeed very random. (To squirrel)
I meant it would be too powerful if the current hit vs all is maintained (To Squirrel)
A BC has RF over a BS, say you are sending a fleet of BC against a fleet of BS, LF, DD and RIP's (with current battle engine and RF enabled), because there are BS in your targets fleet the BC's Rapid Fire is triggered. Because the BC are not specifically targeting one unit, they will never "pick" a new target, so the RF they have over the BS can and probably will essentially be triggered infinitely.
In other words a small fleet of BC could wipe out a much larger fleet, as long as there is one unit in their that takes RF from the BC, almost without taking damage.
-Istalris-
When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...
Re: Battle Engine Discussion
#34this is the only battle engine i have ever known so the way i figure is what ever change you make i will try to adapt. as long as the battle sim reflects the state of the battle engine and the engine performs the way you intend it i dont see any problems. i would need to play with it a bit
You can't stop me I'm on a boat!
Re: Battle Engine Discussion
#35Exactly. Then, with the added effect of Rapid Fire, things get a whole lot more tactical, rather than the present "i have a bigger hammer therefore i win" approach.Squirrel wrote:So with the new engine each ship will fire on 1 ship per "turn"?
I am all for it, bring on the RF! (just gimmi a week or so to improve my BC count )
-Istalris-
When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...
Re: Battle Engine Discussion
#36how is the rapid fire number going to work?
BC has 700 weapons with RF 4 against C and RF 7 against BS
is that an extra 40% and 70% on top of the 700?
or is just an extra 4 or 7 points
BC has 700 weapons with RF 4 against C and RF 7 against BS
is that an extra 40% and 70% on top of the 700?
or is just an extra 4 or 7 points
Re: Battle Engine Discussion
#37I think Rapid-fire means how many times it fires...So, it would be 2800 and 4900 damage (Total).
So..What happens if two ships target the same ship, but the ship only survives one of the shots...Is the extra damage just deleted and not dealt with or what? Can two ships target the same ship in the same turn?
So..What happens if two ships target the same ship, but the ship only survives one of the shots...Is the extra damage just deleted and not dealt with or what? Can two ships target the same ship in the same turn?
Re: Battle Engine Discussion
#38Here is a previous explanation i put forward on how a battle works. I know it's not how it is for ZE right now, but it's how it works with similar games that incorporate the one unit target system.
-Istalris-Istalris wrote: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 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.
Note that the explosion chance won't be calculated unless the targets armour is reduced below 70%.
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.
Exception: Bouncing rule; this rule states that if a damage caused to a unit is less than 1% of its shield value, the damage will simply glance of and have no effect whatsoever. For example, Light Fighters will never be able to penetrate a Large Shield Dome by themselves, even if you send a million of them against one dome.
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."
When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...
Re: Battle Engine Discussion
#39The way it should be. Cant wait.Istalris wrote:
Exactly. Then, with the added effect of Rapid Fire, things get a whole lot more tactical, rather than the present "i have a bigger hammer therefore i win" approach.
Re: Battle Engine Discussion
#40I think that if RF is implemented then there should be a greater variety of ships in players arsenals. With say only 4 big good fighters
bomber v def, Rip v all, BC v alot, and des with its heavy fire power.
Also before You implment RF ACS attack should be Implmented to give the lower ranked players a chance against say SOC, Ista, SBT.
Once RF does come out most of the littler players will be desimated, and by that the game would fall since no one standing a chance until say all of ~V~ breaks up and atacks each other.
bomber v def, Rip v all, BC v alot, and des with its heavy fire power.
Also before You implment RF ACS attack should be Implmented to give the lower ranked players a chance against say SOC, Ista, SBT.
Once RF does come out most of the littler players will be desimated, and by that the game would fall since no one standing a chance until say all of ~V~ breaks up and atacks each other.