.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: Starfury (http://forum.shrapnelgames.com/forumdisplay.php?f=53)
-   -   Calculations, calculations (http://forum.shrapnelgames.com/showthread.php?t=16077)

dHay February 11th, 2004 03:21 AM

Calculations, calculations
 
What is not clear to me is how the different Ratings/resistances, etc, all work together.

For example, does Emissive armour stack. If I have 4 10Kt emissive armour with 31% damage resistance, do I get 124% damage reduction?

It doesn't look that way, otherwise I would get repairs for free... http://forum.shrapnelgames.com/images/icons/icon10.gif

Let us look at defence and attack Ratings.

I figure my ship currently has:

Attack rating: 175 + 175 + (14 offensive skill) = 350
Defence rating: 82 + 33 + 30 + 31 + 32 + 175 + 150 + (14 defensive skill) = 547

with -640 target attack rating from Scanner Jammers.

(This is with level 30 to 32 components.)

So, how does this all used in calculating battles.

It seems that Missiles will always hit, so attack/defence Ratings are, umm, useless there.

I would guess that the attack/defence rating is used to calculate direct fire weapons. Some kind of roll percentages. However, at some point, the relative increases in numbers have little effect.

If the offensive skill and defensive skill are just added into the Attack and Defence rating, they are small enough to not matter.

This partly comes from wondering where to put the skill points when increasing levels.

If offensive and defensive are just added to the attack/defence Ratings, they become so small after a few levels that they are unimportant.

Negotiation is supposed to lower cost of components. However, money is never an issue once I get a ship that can kill ships for their droppings to sell.

Hull repair, Armour repair, they increase so sloooowwwly that getting them up to something useful is just painful. Better off carrying hull plates, etc.

Shield repair, well, I was putting lots into that. However, I have 6.5 there, and 14 through 80kt worth of Shield Regenerators. My shields never go down.... http://forum.shrapnelgames.com/images/icons/icon10.gif Emergency shield capacitors never have enough juice to add useful amounts to my depleted shields. I run through my entire stock just doing one rebuild. (Mind you, I have 10,000 shields in 280kt. http://forum.shrapnelgames.com/images/icons/tongue.gif )

Power system repair, well, if my ship is bad enough that power systems need repair, I'm doomed anyway.... Thats what Hull plates are for.

Now, looking at the components, they have a linear growth in capabilities with level. For some capabilities, this makes sense. For others, a larger increase might balance better. And for others, a shrinking increase might be better.

However, one needs a decent understanding of how the capabilities are used to "play with the equations". Which is where I kinda want this to go. http://forum.shrapnelgames.com/images/icons/tongue.gif

Phoenix-D February 11th, 2004 03:28 AM

Re: Calculations, calculations
 
Resistances do stack, but they're capped at 95. Not sure on Emissive, though. Attack/Defense modifers are for BEAMS only. Bolts just go in a straight line, and if torps catch you they always hit.

Scanner jammers currently work on everyone. Other than that..your guess is as good as mine.

Errror May 9th, 2004 07:32 PM

Re: Calculations, calculations
 
Then is there any reason to ad defensive components if jammers are more than 3 time better and use only 10kt instead of 20 for neiro nets?

Phoenix-D May 9th, 2004 07:45 PM

Re: Calculations, calculations
 
The defense bonuses stack, IIRC.

Errror May 10th, 2004 12:37 AM

Re: Calculations, calculations
 
But if jammer bring enemey attack to 0 (probably lower then 0?) then it seems no need in defence. And is there any confirmed data about max of emissive armor bonus...and for what damage does it apply? for any damage to any component (eg shield, hull, armor).

Phoenix-D May 10th, 2004 03:25 AM

Re: Calculations, calculations
 
No way in heck will one jammer bring the enemy's attack to 0.

DeadZone May 10th, 2004 08:01 AM

Re: Calculations, calculations
 
Would be abit silly for a game to have a jammer that does such a thing anyway

Baron Munchausen May 10th, 2004 08:41 PM

Re: Calculations, calculations
 
Quote:

Originally posted by Errror:
Then is there any reason to ad defensive components if jammers are more than 3 time better and use only 10kt instead of 20 for neiro nets?
<font size="2" face="sans-serif, arial, verdana">Absolutely. The jammer only works on ONE enemy ship at a time! I don't know when it got lost from the description, but originally it was clear that a scanner jammer only affects the currently targetted enemy.

I think if you do some testing you will see that ships other than the one you are currently targetting are still just as able to hit you.

Baron Munchausen May 10th, 2004 08:43 PM

Re: Calculations, calculations
 
Quote:

Originally posted by Errror:
But if jammer bring enemey attack to 0 (probably lower then 0?) then it seems no need in defence. And is there any confirmed data about max of emissive armor bonus...and for what damage does it apply? for any damage to any component (eg shield, hull, armor).
<font size="2" face="sans-serif, arial, verdana">Armor piercing weapons will also skip the emissive armor ability as far as I know. But yes, other than armor piercing, all forms of damage are reduced by emissive armor. It's very powerful at higher levels when you have many components because it stacks.

Phoenix-D May 10th, 2004 11:07 PM

Re: Calculations, calculations
 
Quote:

Originally posted by Baron Munchausen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Errror:
Then is there any reason to ad defensive components if jammers are more than 3 time better and use only 10kt instead of 20 for neiro nets?

<font size="2" face="sans-serif, arial, verdana">Absolutely. The jammer only works on ONE enemy ship at a time! I don't know when it got lost from the description, but originally it was clear that a scanner jammer only affects the currently targetted enemy.

I think if you do some testing you will see that ships other than the one you are currently targetting are still just as able to hit you.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is wrong. It does not completely negate the target's offense, and it DOES work on all ships, just like ECM.


All times are GMT -4. The time now is 08:19 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.