Difference between revisions of "AI War:Combat System"

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(Added Link to STATS Reference tab page)
m (edit for zero hull modifiers like std fighter vrs bombstar)
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*The minimum damage is at least (damage*hull multiplier)*5%
 
*The minimum damage is at least (damage*hull multiplier)*5%
 
**If armor is much stronger than armor piercing then it is possible for the first part of the complete equation below to go to zero.
 
**If armor is much stronger than armor piercing then it is possible for the first part of the complete equation below to go to zero.
**This insures at least some damage occurs.
+
**This insures at least some damage occurs, unless the hull multiplier is zero, indicating imunity.{{Verify}}
  
 
*Finally a game speed (Epic,Normal,Blitz) scale multiplier is applied
 
*Finally a game speed (Epic,Normal,Blitz) scale multiplier is applied

Revision as of 03:54, 18 November 2010

The Pre 4.0 Combat System With Shields

The "Shields" combat system involved "Chance-To-Miss" calculations based on:

  • Range between attacker and defender,
  • Defending Ship "Shields" strength,
  • Attacking Weapon Ammo Type,
  • Random Factors

This could lead to players seeing their shots hit a target, yet do no damage. A little green wave animation would indicate the shot they had seen hit had been judged a miss.

This system has been replaced by a simpler non-random system. If your target is in range your shot will hit 100% of the time. The raw damage power of your ship is now adjusted by these things:

  • Hull Multiplier
    • Calculated based on your ships "Ammo Type" and the defending ships "Hull Type"
      • Found in your ships tool tip as "Attack Multiplier" and in the reference tab as "Hull Type Multiplier"
  • Attacking Ships Armor Piercing Rating
  • Defending Ships Armor Rating
  • Other Boosting Ships/Structures/Conditions on the Planet


In the following calculation:

  • "damage" is adjusted if there are boosting:
    • Ships like "Munitions Boosters and some Starships
    • Structures like "Military Command Stations"
    • Conditions like Zenith Mirrors have "All Attackers Get Damage Bonus 10x Against This Ship" or
    • firing from under the cover of a Forcefield reduces damage by 75%
  • (armor - armor piercing)
    • This can never be less than zero.
    • Excess armor piercing is ignored.
  • The minimum damage is at least (damage*hull multiplier)*5%
    • If armor is much stronger than armor piercing then it is possible for the first part of the complete equation below to go to zero.
    • This insures at least some damage occurs, unless the hull multiplier is zero, indicating imunity.Verify
  • Finally a game speed (Epic,Normal,Blitz) scale multiplier is applied


MAX(((damage * hull multiplier) - (armor - armor piercing)), damage*hull multiplier*.05) * speed scale multiplier


Selecting one of your ships in the game and hovering over a valid target will yield the final calculated damage your ship will do with every hit.

NOTE: Target Ship Immunities (like immunity to missiles), Force Fields protecting the target or , Attack Ship Immunities (like Forcefield Immunity) will affect the final damage number and can make the target invalid (zero damage), change the affected target (protecting force field take damage instead), surprise you (attacker ignores the protecting force field as if it was not there)


Hull Types

(in development)

There are many

Hull Multipliers

(in development)

Vary from 0 to 16Verify

Armor

A separate value from Hull Type assigned to a particular ship for balance purposes.

Armor Piercing

A separate value from Ammo Type assigned to a particular ship for balance purposes.


AI War:AI War