Difference between revisions of "AI War:Do Shots Miss"

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(Expanded info about armor)
(add link to the combat system page)
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'''Q:''' I notice that a lot of the time, a shot will hit a ship, but no damage will be dealt. This seems to happen a significant amount of the time, and is frustrating because I can see the shot hit the ship, it makes the little green wave animation.  
 
'''Q:''' I notice that a lot of the time, a shot will hit a ship, but no damage will be dealt. This seems to happen a significant amount of the time, and is frustrating because I can see the shot hit the ship, it makes the little green wave animation.  
  
'''A:''' The above question refers only to pre-4.0 versions, in which shields and range were put through a complex math equation with a random element in order to determine if the shot would miss.  In version 4.0 and later of the game, shots never miss -- the green wave animation is only shown when a shot hits a forcefield, but damage is still dealt to the forcefield.
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'''A:''' The above question refers only to '''pre-4.0''' versions, in which shields and range were put through a complex math equation with a random element in order to determine if the shot would miss.  In version 4.0 and later of the game, shots never miss -- the green wave animation is only shown when a shot hits a forcefield, but damage is still dealt to the forcefield.
  
 
In short: ships either have a 100% chance of hitting an enemy target, or a 0% chance.  If it's inside the range circle, there's a 100% chance.  Outside, 0%.  There is no dice-roll-style random component at all (which we think makes more sense for a strategy game).
 
In short: ships either have a 100% chance of hitting an enemy target, or a 0% chance.  If it's inside the range circle, there's a 100% chance.  Outside, 0%.  There is no dice-roll-style random component at all (which we think makes more sense for a strategy game).
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Armor does not affect the ability of one ship to hit another ship.  Rather, it linearly reduces the amount of incoming damage, but not below a floor of 5% of the total amount of damage that would have been dealt.  This makes highly-armored ships take longer to kill, but it doesn't make them any harder to hit.  Armor is simply subtracted from the incoming damage (so 5000 damage against 1000 armor does a 4000 loss in hit points) down to a minimum to 5% of the base value (5000 damage against 5000 armor does a 250 loss in hit points).  Damage multipliers increase the base damage ''before'' armor is applied.
 
Armor does not affect the ability of one ship to hit another ship.  Rather, it linearly reduces the amount of incoming damage, but not below a floor of 5% of the total amount of damage that would have been dealt.  This makes highly-armored ships take longer to kill, but it doesn't make them any harder to hit.  Armor is simply subtracted from the incoming damage (so 5000 damage against 1000 armor does a 4000 loss in hit points) down to a minimum to 5% of the base value (5000 damage against 5000 armor does a 250 loss in hit points).  Damage multipliers increase the base damage ''before'' armor is applied.
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'''See the new [[AI_War_-_Combat_System|combat system page]] for more information.'''
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[[AI_War:Fleet_Command]]
 
[[AI_War:Fleet_Command]]

Revision as of 04:00, 18 November 2010

Do Shots Miss Sometimes?

Q: I notice that a lot of the time, a shot will hit a ship, but no damage will be dealt. This seems to happen a significant amount of the time, and is frustrating because I can see the shot hit the ship, it makes the little green wave animation.

A: The above question refers only to pre-4.0 versions, in which shields and range were put through a complex math equation with a random element in order to determine if the shot would miss. In version 4.0 and later of the game, shots never miss -- the green wave animation is only shown when a shot hits a forcefield, but damage is still dealt to the forcefield.

In short: ships either have a 100% chance of hitting an enemy target, or a 0% chance. If it's inside the range circle, there's a 100% chance. Outside, 0%. There is no dice-roll-style random component at all (which we think makes more sense for a strategy game).

Radar Jamming

Radar jamming shrinks the circle of effectiveness, but inside that circle it's still 100% effective.

Armor Rating

Armor does not affect the ability of one ship to hit another ship. Rather, it linearly reduces the amount of incoming damage, but not below a floor of 5% of the total amount of damage that would have been dealt. This makes highly-armored ships take longer to kill, but it doesn't make them any harder to hit. Armor is simply subtracted from the incoming damage (so 5000 damage against 1000 armor does a 4000 loss in hit points) down to a minimum to 5% of the base value (5000 damage against 5000 armor does a 250 loss in hit points). Damage multipliers increase the base damage before armor is applied.


See the new combat system page for more information.


AI_War:Fleet_Command