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June 23rd, 2003, 04:00 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Max values for "Combat To Hit Offense Plus"
It is certainly not 255, or I am a no good son of a Phong.
Go test it out with absurd numbers in a test game (do not use the stupid combat simulator, as it is glitchy). Give a 1000 CS and 980 ECM bonus to some ships/components and see what results you get. If you end up with net 20% bonus to hit bonus. Also try 970, 960, 950 ECM.
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June 24th, 2003, 11:52 AM
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Private
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Join Date: Apr 2003
Location: USA
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Re: Max values for "Combat To Hit Offense Plus"
Fyron: that makes me curious about what the Simulator does wrong ...
I'll try a test game then, when I get some time .... good ideas.
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Soulfisher
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June 24th, 2003, 07:15 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Max values for "Combat To Hit Offense Plus"
I do not know what exactly the simulator does wrong, but I do know that the net effect is that results of simulator combat are rarely an accurate reflection of actual combat.
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June 24th, 2003, 07:41 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Max values for "Combat To Hit Offense Plus"
One thing is that all of the race modifiers are based on your own population, I believe.
You're playing wargames against your own people in the simulator.
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June 30th, 2003, 09:03 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Max values for "Combat To Hit Offense Plus"
No, as long as you use a ship design of an alien race, the simulator will use that race's actual combat bonuses, at least as far as the displayed percent chances to hit go.
Experience and system-wide modifiers are two things the simulator doesn't take into account. However it does seem like it does something wrong at some point, but I'm not sure what it is either.
I think it might be something with using "Auto", or with telling it to resolve the entire combat. Or, it might be that although it displays the correct percent chance to hit when running simulator ships on manual control, the actual resolution of fire is done with some bug in it (like, throwing out the racial mods). I dunno - it could use further testing.
PvK
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June 30th, 2003, 09:09 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Max values for "Combat To Hit Offense Plus"
SJ is correct, it does not take into account the enemy's racial combat bonuses.
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June 30th, 2003, 11:05 PM
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Private
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Join Date: May 2003
Location: Braunschweig, Germany
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Re: Max values for "Combat To Hit Offense Plus"
What does the Talisman really does:
1. +100%
2. boost to 100% which can be modified by some other things again (storms)
3. 100% to hit unchangeable.
I guess 3 but I am not sure.
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