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Game Mechanics Question and Answer Thread |
Subtilizer Grand Admiral Faster than Light
Joined: February 20, 2010 Posts: 122
| Posted: 2012-06-21 15:12  
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On 2012-06-20 21:08, Shigernafy wrote:
It kills you, doesn't it?
Kills doesn't count against you; Planet Collisions does. So there's no harm in "double counting." Kills includes every death, no matter the cause.
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Just wanted to be sure, since i didn't think i died in combat as much as my killed stat says. My fault for ranking 7th in planet collisions.
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-06-22 06:56  
Please give us the numbers of damage caused by all defense bases (bomb, hydrid, offense).
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-22 23:17  
Bomb1: 350
Bomb2: 350
Hybrid1: 800
Hybrid2: 950
Ship1: 1050
Ship2: 1250
The comments in the code say damage per second, but the code itself implies to me that its per tick.. which there are twenty of per second. So its a little unclear. Though I guess its easily tested: does a scout die from a single Anti-ship base in 74 seconds or 3.7 seconds? I guess I can figure that one out myself...
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-06-23 00:14  
Isn't the damage scaled based on hull size, with assault ships taking extra damage?
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-23 10:23  
Oh, probably. Did you want a more in-depth look at planet defense? That will take me a bit more time but I can look into it.
[ This Message was edited by: Shigernafy on 2012-06-23 13:16 ]
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-06-23 13:13  
Quote:
| On 2012-06-22 23:17, Shigernafy wrote:
The comments in the code say damage per second, but the code itself implies to me that its per tick.. which there are twenty of per second. |
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One twentieth or one per 20 seconds? The result is quite important because it involves all the building in Sagi.
Btw, does the tick also apply to mining resource?
I also interest in Planet own-event like Production reduced, Planet resession... I can understand event caused by players, but I want to know more deeply about event caused by planet itself. It nice to know everything about them: affect, what causes, how to stop. Fattierob says an event happens every 5 minutes but that's all I've known up to now.
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-23 17:32  
So when a ship comes within 750 gu of a planet, it comes under attack by that planet. The planet causes damage based on the defense value of its structures - which is the table I provided above. Add all those up for the structures on a given planet and that's the defense value of the planet.
The defense value for a given ship is reduced by (5 * the number of attackers minus one) percent, up to 50%. That is, each additional ship present will reduce a given ship's damage by 5%, but only up to the first 11 players, then everyone receives half the planet's defense value.
The value is then increased by 10% for each level of Allegiance the planet has, then spread around any ships in range as KINETIC and ENERGY damage, subject to a ship-based modifier.
Got it?
Obviously this raises a few other questions. First, Allegiance. Planets now have levels, as added in version 1.672. Each of those levels gives a 10% boost - pretty straightforward there. There's a level cap too, by the way, so Barrens max out at level 3, for example.
Second, damage type. Here's the table of how much damage armor and shields take with those two damage types:
Reflective Armor: 115%
Composite Armor: 100%
Chitin Armor: 100%
Organic Armor: 100%
Ablative Armor: 85%
Reactive Shield: 110%
Active Shield: 100%
Skirmish Shield: 90%
And thirdly, as mentioned by Talien, individual ships have their own modifiers. Here's the effect there:
Scout: 25%
Frigate: 35%
Destroyer: 45%
Cruiser: 75%
Dread: 100%
Assault Dread: 110%
Station: 150%
Engineer: 50%
Supply: 50%
Transport: 50%
Platforms: 100%
(If you're interested, Nodes are 150% and all Monsters are 100%)
Example time!
Fargo Rock, a level 3 planet, has 1 Bomb2, 2 Offense1, and 2 Offense2 bases. This means it has a defense value of (350 + 1050 + 1050 + 1250 + 1250) = 4950.
I fly up in my Minelayer Destroyer (silly ICC). Once I stroll within 750gu, the planetary defense base staff all simultaneously shout "OMG its SHIG" and run for cover. Luckily, the real work is done by computer, so the bases all start firing at me. The calculation for my damage is as follows:
Base damage: 4950
Ship Split: 4950 - 0 = 4950
Allegiance bonus: 4950 * 1.3 = 6435
Since I'm flying at the planet, my fore reactive shields would take: 6435 * 1.1 = 7078 damage
Except I'm in a destroyer, so I get: 7078 * 0.45 = 3185
3185 damage per second
Any questions? Class dismissed!
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-06-23 21:30  
I study quite well thanks to the brilliant explanation. Thanks a lot professor Shig!
Quote:
| On 2012-06-23 17:32, Shigernafy wrote:
Any questions? Class dismissed! |
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Yes, can you tell us all about the new Luth missle? Still zero information about it since its existence.
BTW, you can copy & paste all your game information in Fattirob 2nd post in this topic so that players may gather and update information easily. [ This Message was edited by: chlorophyll on 2012-06-24 05:40 ]
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2012-07-04 12:35  
Please tell us about HP of Hull, structures and infantry.
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Hakketak Grand Admiral
Joined: March 24, 2009 Posts: 301
| Posted: 2012-07-04 15:47  
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On 2012-06-23 17:32, Shigernafy wrote:
So when a ship comes within 750 gu of a planet, it comes under attack by that planet.
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icc and ugto bases shoot further. icc gets to 1K, ugto at around 900-950
edit: silly me, the structure is on the planet ring of course...right. srry bout that [ This Message was edited by: Kind of an Idiot on 2012-07-04 15:48 ]
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2012-07-12 12:07  
is there a difference point-wise between bombing regular infantry, heavy infantry, or their various levels? Do you get more pres for higher level inf? If not, why? Dont they have a higher def rating, making them harder to bomb?
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Mylith Grand Admiral Faster than Light
Joined: July 19, 2011 Posts: 507 From: Hivarin, CD+36*15693
| Posted: 2012-07-14 18:08  
Do shrouds have falloff now?
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Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2012-07-25 08:50  
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On 2012-07-14 18:08, Persistance *CO* wrote:
Do shrouds have falloff now?
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Not as far as I can find.
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-07-25 13:10  
I hear this claimed a lot, so...
Are lasers really better when used against hull? (as opposed to armor/shield)
If so, by how much?
If not, why does everyone keep saying they are?
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2012-07-25 15:23  
yes beams do better against hu
ll. To bluntly answer your question. Ill leave interpritation up to you
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