Difference between revisions of "AI War 2:Units of Measurement"

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(Created page with "There are a variety of units of measurement for different purposes in AI War 2. Some of them are easily familiar, while others we had to invent for purposes of describing thi...")
 
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=== Hull Points ===
 
=== Hull Points ===
This is very much an abstraction, as you can probably guess based on the description of how hulls are constructed.
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This is very much an abstraction, as you can probably guess based on the description of how hulls are constructed.  At some point in the distant past, a metric was arrived at which described the general durability of ships across ship classes, and rather than attach a specific unit notation to it, they were simply referred to as "hull points."
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=== Shield Points ===
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As with the hull points, so the shield points.  Shield points in particular are a normalized value relative to the amount of surface area they have to cover.  Shields fail as an entire unit when they do fail -- speaking here of personal shields or projected bubble forcefields -- and so the actual power output of the shield system relative to the size of the shielded area would only make these units harder to read.
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=== Armor ===
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This refers to the average thickness of the outermost hull... more or less. Since larger craft have a multi-layered hull, it would be problematic to describe the entire depth of those layers as being their armor thickness.  That would vastly overstate their effective hull resistance.  To solve this problem, instead their effective armor quality is compared to that of the high-quality plating of small crafts.  For a fighter-type ship, the hull rating is quite literal (though an average of what lies on the surface of the craft).  For the larger craft, it's a rating based on the combined effectiveness of all their hull layers.
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=== Energy Usage ===
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This is the total energy deficit of the craft, in GW, compared to what its onboard engines (and/or generators in the case of large craft) are able to produce.  Most craft run at a deficit, which means that the same subspace tunnels that allow for instantaneous communication must channel energy to them from central collectors that are often in entirely different solar systems from the craft in question.
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Without the energy deficit being covered, shields immediately fail.  However, most craft are able to run for an indefinite period with full engine and weapon power by overdriving their generators during times of external-subspace-generator brownout or blackout.  This is probably not terribly good for them, but most ships don't last long enough while in this state to where there is a noticeable failure rate.

Revision as of 11:14, 9 August 2018

There are a variety of units of measurement for different purposes in AI War 2. Some of them are easily familiar, while others we had to invent for purposes of describing things that vary across orders of magnitude. The smallest fighter-style craft to the planet-sized Devourer Golem all have to be described with one set of metrics, after all!

Metal

The number shown in your interface is a simplified general estimate of various metallic stores. Different ships require different ratios of various metals and carbons, but your logistics system automatically condenses this down to an overall average number for you.

It's worth noting, as an aside, that the metal costs for smaller craft often appear inflated compared to their physical mass and size relative to the larger starships. This is a byproduct of the fact that the smaller craft need a vastly higher concentration of rare metals in order to function. For each unit of their tiny surface area, they must withstand vastly more firepower compared to their larger counterparts. Any small breach is a life-threatening event, so even the flimsiest of scout craft is actually far more durable at a mm scale compared to an average-sized starship.

Those starships, of course, could not exist were they required to have remotely so much rare metal in them. So they rely instead of a multi-layered hull made of more common metals, with automated fire-suppression and breach-patching microbots spread throughout.

Hull Points

This is very much an abstraction, as you can probably guess based on the description of how hulls are constructed. At some point in the distant past, a metric was arrived at which described the general durability of ships across ship classes, and rather than attach a specific unit notation to it, they were simply referred to as "hull points."

Shield Points

As with the hull points, so the shield points. Shield points in particular are a normalized value relative to the amount of surface area they have to cover. Shields fail as an entire unit when they do fail -- speaking here of personal shields or projected bubble forcefields -- and so the actual power output of the shield system relative to the size of the shielded area would only make these units harder to read.

Armor

This refers to the average thickness of the outermost hull... more or less. Since larger craft have a multi-layered hull, it would be problematic to describe the entire depth of those layers as being their armor thickness. That would vastly overstate their effective hull resistance. To solve this problem, instead their effective armor quality is compared to that of the high-quality plating of small crafts. For a fighter-type ship, the hull rating is quite literal (though an average of what lies on the surface of the craft). For the larger craft, it's a rating based on the combined effectiveness of all their hull layers.

Energy Usage

This is the total energy deficit of the craft, in GW, compared to what its onboard engines (and/or generators in the case of large craft) are able to produce. Most craft run at a deficit, which means that the same subspace tunnels that allow for instantaneous communication must channel energy to them from central collectors that are often in entirely different solar systems from the craft in question.

Without the energy deficit being covered, shields immediately fail. However, most craft are able to run for an indefinite period with full engine and weapon power by overdriving their generators during times of external-subspace-generator brownout or blackout. This is probably not terribly good for them, but most ships don't last long enough while in this state to where there is a noticeable failure rate.