
November 21st, 2002, 03:03 PM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
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Re: Damage Calculation
The rationale is that it takes only seven turns to fully train your ships, and that extra 40% to hit makes a big difference.
code:
You Enemy
ECM n/a 60%
Stealth Armor n/a 15%
Scattering Armor n/a 15%
Combat Sensor 65% n/a
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+65% -90% = -25%
At point blank range, you have a 75% chance to hit. At range 6 (Meson BLaster max), you have 25% to hit. At range 8 (APB max), you have 5% to hit. Fully trained ships add 40% to hit, which makes a big difference. Even four turns of training makes up for all but 1% of the defensive advantage he has. As it is, you've obviously had success with the strategy you've adopted, which goes to show there's more than one way to skin a cat. 
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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