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Target priority

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Target priority

Postby Cunobelinus » Tue Oct 02, 2012 11:34 am

Hello guys

I have played around with the combat simulator,
but I cannot find a common rule for the target priority
and damage distribution in battles.
Maybe someone can help me out.

I noticed that rapid fire always is handled first.
But choosing a combination without rapidfire,
the damage distribution is kind of weird.
Although Rocket Launchers always seem to
take the damage first.

Also units with strong shields seem to take considerably
less losses than units with strong armour.

Anyone with some knowledge of the mechanics around?

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Re: Target priority

Postby Bruin22 » Tue Oct 02, 2012 11:44 am

yes you are indeed right about the RF values taking effect first in combat. Theres a thread here discussing the current combat engine (that i will link to you after i finish this reply at the end of my post). But just note that it is well known that the current combat engine is far from done and is in the process of being updated.
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Re: Target priority

Postby Cunobelinus » Tue Oct 02, 2012 4:41 pm

Thanks for the reply Bruin22. The thread you linked I read before, but I still didn't get it.

But then again, after playing around some more, I think I got the gist of it:

  • 1. Resolve RF
  • 2. Normal Combat
    • a) Sum up damage potential of Attackers
    • b) Divide damage to stack of units of the Defenders, weighted by the number of units.
    • c) For each stack:
      if damage < shields:
      no damage
      stack will be reduced later by some value
      (Armour should play in here, but I still don't understand how.)
    • d) repeat a)-c) for damage of Defender
    • e) reduce stacks (apply the damage)

    • f) repeat a)-e) for six times
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Re: Target priority

Postby Eterna » Tue Oct 02, 2012 5:32 pm

one thing to note - currently the overall damage has a variance of 90-110% - so there's always a random factor involved.

as stated in the post Bruin linked you to, all of the issues in combat are now being listed out.
the way the combat engine currently works is not desirable, nor is it realistic in any way.

Consider combat now as being single ships as the blocks - build more of the single ship type to improve it's overall strength. I.e. a million Light Fighters acts as one. Shields act as a buffer, when exceeded then armour takes damage. All armour takes damage the same way, but you have to exceed the total individual ship's value in order to successfully destroy it.

No incremental damage is taken, a BIG issue we want to resolve, so basically unless it's destroyed in the round, it's full strength for the next round.
Horribly unrealistic..

Where I want to have the combat engine is right down to an individual calculation - approx divisions don't quite cut it.

Please post these same observations and then explain how you envision it - your ideas may help push the discussion in the right direction. They may also assist in deciding the final calculations. As stated many times before, the players shape the game - and this is probably the most important component.
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