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September 6th, 2002, 12:41 AM
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Corporal
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Proportion mod: combat defence plus
In proportions, engines give cdp-bonuses. Especially for fighters, these are considerable. My question is, are they also cumulative? If not, are cdp-bonuses from different components/hulls/etc. cumulative or multiplicative? I did a quick search here but did not find anything (though I sure there must be something but maybe I just did not use the right keyords).
Also, are the "to hit" chances which SE4 gives in tactical combat before or after deducting cdp-bonuses of the target. I would guess before because in my Last fight, my fighters always had a 70% chance to hit, while in reality, they only hit in about 25% of all cases.
One more question: Is the "to hit" chance calculated separately for every fighter in a stack or is it one chance for all.
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September 6th, 2002, 04:35 AM
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General
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Re: Proportion mod: combat defence plus
The engines' defense bonuses are not cumulative with other engines. They are, however, cumulative with bonuses from hull size, ECM, stealth/scattering armor, and just about anything else you can think of.
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September 6th, 2002, 04:44 AM
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National Security Advisor
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Re: Proportion mod: combat defence plus
Quote:
Originally posted by jowe01:
In proportions, engines give cdp-bonuses. Especially for fighters, these are considerable. My question is, are they also cumulative? If not, are cdp-bonuses from different components/hulls/etc. cumulative or multiplicative? I did a quick search here but did not find anything (though I sure there must be something but maybe I just did not use the right keyords).
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As Ed said, two engines are no better than one - the best modifier from components of the same type is used. However, combat modifiers from multiple sources do add together, and there are quite a few new ones in Proportions. You can observe the way they add by setting the design window to show combat mods for the current design.
Quote:
Also, are the "to hit" chances which SE4 gives in tactical combat before or after deducting cdp-bonuses of the target. I would guess before because in my Last fight, my fighters always had a 70% chance to hit, while in reality, they only hit in about 25% of all cases.
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I was under the impression that the estimates in tactical combat were accurate. However depending on what you're shooting at, the hits may or may not be visible - planets or units with or without shields might not show as a hit until something is destroyed - I forget the current details.
Quote:
One more question: Is the "to hit" chance calculated separately for every fighter in a stack or is it one chance for all.
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There is a separate to-hit chance for each fighter in a group, but all of the hits are pooled together into one hit for damage purposes (mainly matters for special armor types).
PvK
[ September 06, 2002, 03:46: Message edited by: PvK ]
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September 6th, 2002, 05:20 AM
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National Security Advisor
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Re: Proportion mod: combat defence plus
Quote:
Originally posted by PvK:
However, combat modifiers from multiple sources do add together, and there are quite a few new ones in Proportions. You can observe the way they add by setting the design window to show combat mods for the current design.
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Huh? What are you talking about? I see no such setting avaialable.
Geoschmo
[ September 06, 2002, 04:20: Message edited by: geoschmo ]
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September 6th, 2002, 09:08 AM
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National Security Advisor
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Re: Proportion mod: combat defence plus
Go to design screen, bring up a design, press the "to hit modifiers" toggle button. When activated, the total to-hit mods for the design are shown, including all sources, and letting you see whether they stack or not, etc.
Oh, and thinking about the original observation about to-hit chances shown in tactical - I think they might not take into acount the target's defensive abilities from their race and ship / fleet experience.
PvK
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September 6th, 2002, 10:07 PM
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Shrapnel Fanatic
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Re: Proportion mod: combat defence plus
The simulator uses your own race's shield animation and death sequence for all simulated ships, it may also use your race's tohit modifiers.
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