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  #51  
Old November 17th, 2002, 05:00 AM
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Default Re: Damage Calculation

Your definition of a weapon would include intel projects as well. Those aren't "weapons."
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  #52  
Old November 17th, 2002, 05:02 AM
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Default Re: Damage Calculation

Quote:
Originally posted by tbontob:
quote:
Originally posted by Quikngruvn:
Stab in the dark... the first line should read:

Factors which affect the probability of a hit by a direct fire weapon

If that isn't it, I may have to wait for hint #2.

Quikngruvn
Q, Maybe this is the point Fyron is trying to make.

Would it be correct to say that all the data we have listed only affects direct fire weapons?

But sorry, it is not the "error"

Ah, but you see, a CSM or a Plasma Missile is a weapon. It is not affected by to hit chances.
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  #53  
Old November 17th, 2002, 05:35 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by tbontob:
quote:
Originally posted by Quikngruvn:
Stab in the dark... the first line should read:

Factors which affect the probability of a hit by a direct fire weapon

If that isn't it, I may have to wait for hint #2.

Quikngruvn
Q, Maybe this is the point Fyron is trying to make.

Would it be correct to say that all the data we have listed only affects direct fire weapons?

But sorry, it is not the "error"

Ah, but you see, a CSM or a Plasma Missile is a weapon. It is not affected by to hit chances.

Yes and the talisman is also not affected by to hit chances.

Which is why I think we should include mines, CSM and Plasma Missiles in the "Special" section.

[ November 17, 2002, 03:35: Message edited by: tbontob ]
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  #54  
Old November 17th, 2002, 05:39 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Imperator Fyron:
Your definition of a weapon would include intel projects as well. Those aren't "weapons."
Actually, they are. We could just include the Intel Projects as a Category (ie not list them all) in the special section as being unaffected by the to hit bonuses.
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  #55  
Old November 17th, 2002, 05:57 AM
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Default Re: Damage Calculation

No they aren't. Is a Force Concentrations Mission a weapon? Some of them use weapons, but they are not weapons themselves.

[ November 17, 2002, 04:04: Message edited by: Imperator Fyron ]
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  #56  
Old November 17th, 2002, 06:15 AM
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Default Re: Damage Calculation

Here is the new listing.

I put the distance modifier under Defence Bonuses.

I have asked a number of questions which remain unanswered. Hopefully, someone can answer them.

=============================================

Factors which affect the probability of a hit by a direct fire weapon:

ATTACK BONUSES:
Racial characteristic (aggressiveness)
..race creation points assigned –25% to 25%
Cultural trait (amends aggressiveness)
..Berzerkers 10%
..Warriors 5%
..Politicians 2%
..Zealots 5%
..Engineers –5%
..Merchants -2%
..Renegades 2%
Combat Sensors
..lvl 1 25%
..lvl 2 45%
..lvl 3 65%
Weapon attack bonus
..PDC's 70%
..Incinerator Beam 10%
..Wave-Motion Gun 30%
..High Energy Magnifier 30% (crystalline)
..Tachyon Cannon 10% (temporal)
Cultral trait: space combat
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
….can be trained by Psychic Ship Training Facility (in system) to a max of
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
….can be trained by Psychic Fleet Training Facility (in system) to a max of
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Chassis bonus
..fighters 50%
Facilities
..War Shrine (religious)
….lvl 1 5% to in-system ships and units
….lvl 2 10% to in-system ships and units
….lvl 3 15% to in-system ships and units
..Events Predictor (temporal)
….lvl 1 10% to in-system ships and units
….lvl 2 20% to in-system ships and units
….lvl 3 30% to in-system ships and units
Weapon Mount
..Large WP/Base Mount 40%
..Heavy WP/Base Mount 60%
..Massive WP/Base Mount 80%

DEFENCE BONUSES:
Racial characteristic (defensiveness)
..race creation points assigned –25% to 25%
Cultural trait (amends defensiveness)
..Berzerkers 10%
..Warriors 5%
..Politicians 2%
..Zealots 5%
..Engineers –5%
..Merchants -2%
..Renegades 2%
ECM
..lvl 1 20%
..lvl 2 40%
..lvl 3 60%
Ship Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Ship Training Facility (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
....can be trained by Psychic Ship Training Facility (in system) to max of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%

Fleet Experience level
..0 to 50%
....obtained by actual experience
....can be trained by Fleet Training Facility (in sector) to maximum of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
....can be trained by Psychic Fleet Training Facility (in system) to max of:
......lvl 1 10%
......lvl 2 15%
......lvl 3 20%
Scattering Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Stealth Armor
..lvl 1 5%
..lvl 2 10%
..lvl 3 15%
Chassis bonus
..drones 50%
..fighters, small 80%
..fighters, medium 70%
..fighters, large 60%
..escort 40%
..frigate 30%
..destroyer 20%
..light cruiser 10%
..baseship –40%
..space station –20%
..battle station –40%
..starbase –60%
Distance Modifier
..Sectors between direct fire weapon of attacker and target, 10% X sectors
Facilities
..War Shrine (religious)
….lvl 1 5% to in-system ships and units
….lvl 2 10% to in-system ships and units
….lvl 3 15% to in-system ships and units
..Events Predictor (temporal)
….lvl 1 10% to in-system ships and units
….lvl 2 20% to in-system ships and units
….lvl 3 30% to in-system ships and units

SPECIAL CASE (Weapons not affect by attack or defence bonuses)
..Religious talisman sets the probability of a hit at 100% (unchanged by any factor)
..Mines
..Missiles (Capital Ship and Plasma)
..Intel Projects

================================================
DAMAGE BONUS
..Death Shrine 1 (Religious) 5% damage bonus to all weapons used in system
..Death Shrine 2 (Religious) 10% damage bonus to all weapons used in system
..Death Shrine 3 (Religious) 15% damage bonus to all weapons used in system
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  #57  
Old November 17th, 2002, 06:29 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Imperator Fyron:
No they aren't. Is a Force Concentrations Mission a weapon? Some of them use weapons, but they are not weapons themselves.
Hmmmm

The definition of the Force Concentrations Mission is "Stolen empire communications detail ship concentrations in various areas"

I think that comes under my definition of a weapon given previously as:

"I view a weapon as anything that limits, damages or destroys an asset of the enemy."

In this particular case, the asset is secrecy. Uncovering the "veil of secrecy" exposes the enemies secret concentrations and allows the empire to use that information to their advantage and the enemies disadvantage
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  #58  
Old November 17th, 2002, 06:36 AM
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Default Re: Damage Calculation

Quote:
Originally posted by tbontob:
quote:
Originally posted by Imperator Fyron:
No they aren't. Is a Force Concentrations Mission a weapon? Some of them use weapons, but they are not weapons themselves.
Hmmmm

The definition of the Force Concentrations Mission is "Stolen empire communications detail ship concentrations in various areas"

I think that comes under my definition of a weapon given previously as:

"I view a weapon as anything that limits, damages or destroys an asset of the enemy."

In this particular case, the asset is secrecy. Uncovering the "veil of secrecy" exposes the enemies secret concentrations and allows the empire to use that information to their advantage and the enemies disadvantage

If it can include something non-damaging as a weapon, then that definition of a weapon is a little flawed.

Quote:
Main Entry: 1weap·on
Function: noun
Etymology: Middle English wepen, from Old English w[AE]pen; akin to Old High German wAffan weapon, Old Norse vApn
Date: before 12th century
1 : something (as a club, knife, or gun) used to injure, defeat, or destroy
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  #59  
Old November 17th, 2002, 06:48 AM
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Default Re: Damage Calculation

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by tbontob:
quote:
Originally posted by Imperator Fyron:
No they aren't. Is a Force Concentrations Mission a weapon? Some of them use weapons, but they are not weapons themselves.
Hmmmm

The definition of the Force Concentrations Mission is "Stolen empire communications detail ship concentrations in various areas"

I think that comes under my definition of a weapon given previously as:

"I view a weapon as anything that limits, damages or destroys an asset of the enemy."

In this particular case, the asset is secrecy. Uncovering the "veil of secrecy" exposes the enemies secret concentrations and allows the empire to use that information to their advantage and the enemies disadvantage

If it can include something non-damaging as a weapon, then that definition of a weapon is a little flawed.

Quote:
Main Entry: 1weap·on
Function: noun
Etymology: Middle English wepen, from Old English w[AE]pen; akin to Old High German wAffan weapon, Old Norse vApn
Date: before 12th century
1 : something (as a club, knife, or gun) used to injure, defeat, or destroy

Hmmm

It is obvious you have not given all the definitions.

My Webster's New Collegiate Dictionary defines weapons as:

1) an instrument of offensive or defensive combat: something to fight with.
2) a means of contending with another.

Espionage qualifies under both definitions.
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  #60  
Old November 17th, 2002, 12:16 PM
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Default Re: Damage Calculation

I got that definition from the Merriam Webster Online dictionary.
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