or have it not hit the stacks. yes the battle engine produces the result at a remarkable fast speedtrox wrote: This problem could be improved by setting the defending fleet to attack the biggest threat first.
but whats the use of it if it takes the easy way out of it.Report created in 0.0024528503418 seconds
well think zorg already stated that this is how the battle engine going to operate as and they like it this way.
Rapid Fire gives u additional hits but it should be independent of ur last hit in that list.
if u take 100 RIPs against 100 RIPs in a simulation u will see that the individual fire power is still picking up one after another and tho it do not show i am pretty sure its a not a random sequence.
within each rounds RF should just give u options to fire on a target with more options but the target selection should be randomized.
about defense.
as none of the defense has any RF against the big guns except for ESP and LG they all fire at one target. and as the target selection is not random it fires from one side to the next.
here is how it is.
target for defense to fire at.
in a stack.
{300 RIP: 1,2,3,4,.....,300} + {1000 LF: 1,2,3,4, ...., 1000}
if defense fires from any of the stacks it fires on that target only hence the wipe out of LF on first round. and i think the stack is filled in pre-ordered sequence hence the precedence over LF than RIP.
where it should be taking on each ships randomly on each rounds and fire upon it from each units. i want it to be unit vs unit.
programmatically it is equivallent of complexity of bubble sort that is that is sorting a list of unordered items with swap from one side to next n^2. which is really low.
well i hope that explains or if i am wrong please do correct me. cause this is just my understanding.