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Attack and Defense

Technologies

Ship equipment can have two forms of ATT and DEF bonuses: a direct bonus and a percent bonus. A direct bonus is added to the raw attack/defense of the ship, whereas a percent bonus is added at the time the weapon is fired.

There are three types of bonuses:

In each case, the best ATT, %ATT, DEF, %DEF, MissileDEF, and %MissileDEF are taken from ship equipment. The non-percent values are then summed with Drive, Cockpit, and Hull bonuses. The result is stored with the ship.

System Bonuses

Some structures, such as the Fleet Command, create a system-wide bonus toward ATT and DEF. These values are added to every ship in the owner's fleet prior to the start of combat.

Calculating Chance-to-hit

At the time the ship fires:

Chance-to-hit is calculated as:

CTH is then compared against a random number, and if the number is less than the CTH, then the weapon hits.

Military Power

Military Power is the ability of a ship to fight effectively during combat.

Weapons

Sum of each weapon:

Class modifier is defined as:

Average Chance-to-hit is calculated:

Calculating total MP

Now we find the total combat power:

Speed modifier is defined as follows:

Reference Values:

Extra MP is defined as:

Shot Limiting

Shot limiting is one of the most misunderstood and misrepresented components of Outer Space.

Here are the facts.

Counter Increase

Counter increases when a weapon fires:

This data is stored as "hitCounter[combatClass]"

If the weapon fires, but does not hit it still counts. If a weapon does not fire (due to ROF being less than 1.0), it does not count.

To Hit Modifications

Whenever the hit counter goes above count of the target combat class times two, then it the penalty is applied and the hit counter is reset.

For each fleet, the game iterates over every ship in enemy fleets. The equation is:

Whenever a weapon doesn't hit it's intended class, the count for the existing class is transfered to the new class:

The initial modification to hit is:

Whenever the hitCounter[class] > maxHits[class] the following is done:

Penalties

Therefore, for every iteration of the shot limiter:

  1. 75.00% ATT value
  2. 56.26% ATT value
  3. 42.19% ATT value
  4. 31.64% ATT value
  5. 23.73% ATT value
  6. 17.80% ATT value

Shot Limit Summary

Here are some important things to keep in mind for shot limiters:

Retrieved from "http://www.ospace.net/wiki/index.php/Internal:Combat"

This page has been accessed 1,966 times. This page was last modified 22:51, 27 September 2007.


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