kryo kryo

DA Combat System

DA Combat System

A brief description of what's new, and an example.

The DA combat system has been completely overhauled from the way it worked in standard GC2. Here's how it *should* work (to the best of my understanding imparted from CodeCritter!). If you notice any inconsistencies in the game versus what is described here, please report them along with screenshots and as many details as you can provide.


First off, the changes:

1) Weapons now target individually. If a ship has multiple weapons and destroys its target with some weapons still unused, those weapons will be fired at the next enemy in line, and so on until all weapons have been fired. The order weapons are used in is based on which is most effective against the present target.

Note: the current 2A build does not account for all sources of defense or defense degradation as mentioned in 2), only the max value of the specific opposing class-the next build will include these, as described in the example below.

2) As a ship takes damage within a single round, its maximum defense roll in the category of the weapon that hit it is decreased by the amount of each hit. Each category (beam/missile/ballistic) is counted separately. The maximum defense rolls reset after each round.

3) Having the Super Warrior ability prevents opponents in battles you initiate from firing back in the first round until after the game checks if they've been destroyed. Ships that survive your opening volley will return fire, then the rest of the battle proceeds as normal.

4) Your luck ability affects the minimum roll on your weapons-your min roll is equal to your luck % times the max roll, up to 100% (at which point your weapons would always do max damage). So if you have a weapon with 10 attack and 50% luck, you'll roll 5-10! As with most other cases in the game, fractional amounts are simply dropped, so if you had 45% luck rather than 50%, you'd roll 4-10.

One more thing that isn't new to DA, but wasn't previously known: So-called critical hits occur when a battle is not resolved within a set amount of time (50 rounds for single combat, 300 for fleet combat). When the time limit is reached, the game determines which side is 'tougher' by the formula sqrt( ( 2 * Attack ) + Defense + ( Current HP / 2 ) ). Whichever side has the highest total result from that formula then proceeds to finish off the other side; each ship on the winning side fires one instant-death shot at one enemy until all the enemies are finished off.


Here's an example combat:

Arceans (attacking)
Battleship A: 2x Phasors VI (5 dmg ea.), 1x Quantum Driver (4 dmg), 6 Armor, 2 PD, 20 HP
Battleship B: 1x Phasors VI (5 dmg), 2x Quantum Driver (4 dmg ea.), 6 Armor, 2 PD, 20 HP

Torians (defending)
Frigate A: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 8 HP
Frigate B: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 12 HP
Frigate C: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 12 HP
Frigate D: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 12 HP

The Torians have just destroyed a Arcean ship in a surprise attack, and joined the sole survivor of that battle (Frigate A) up with a new fleet. The Arceans had a pair of battleships on patrol nearby, and are here looking for revenge.

The Arceans are attacking, so they get to fire first. Their super ability means they can get the drop on the Torians, and hopefully take out a ship or two before they're able to return fire. The targeting formula (Attack / [Defense+HP]) has not changed, so the injured Frigate A, being the easiest target, is up for punishment first.

The Arceans analyze the Torians' strengths and weaknesses. Frigate A can roll 0-4 (3+sqrt(1)) against the Arcean Phasors, and 0-2 (1+sqrt(3)) against the Quantum Drivers. If both sides roll their best, that would make for 1 damage from the Phasors, versus 2 damage from the Drivers. The Arcean captain orders his crew to open fire with the Quantum Drivers first.

The Arceans score a decent hit. They rolled 1-4 for the Quantum Driver, and got a 3. The Torians rolled only a 1 on defense. Frigate A's armor is damaged by the amount of the attack roll-3 points. Since the maximum roll was only 2, Frigate A is completely defenseless against mass drivers for the rest of this round. The Torian ship also receives 2 damage to its HP (3-1), leaving it with 6 HP.

Battleship A then prepares to fire each of its Phasor banks in turn:

BSA Attack roll (1-5) = 1
FA Defense roll (0-4) = 3

The Arceans only score a glancing blow with the first Phasor shot. What little damage was dealt was completely absorbed by the frigate's shields. The shields are down to 75%, with a potential roll of 0-3 against the next shot since they absorbed 1 from this one.

BSA Attack roll (1-5) = 1
FA Defense roll (0-3) = 1

Wow, it's a really bad day for the Arcean gunner. The Frigate's shields absorb the 1 point of damage and begin to flicker a bit. They're at 50% power now, with a potential roll of only 0-2 against whatever the second battleship's Phasor throws at them.

Battleship B moves into range of Frigate A and powers up its weapons. Since BSA punched straight through FA's armor, the captain of BSB opts to use the Quantum Drivers first (which this ship has two of). The target still has some shield power left, enough that optimal damage is more likely with the drivers.

BSB Attack roll (1-4) = 4
FA Defense roll (0-0) = 0!

BSB scores a direct hit! FA takes 4 damage to its HP, leaving it with 2 HP.

BSB Attack roll (1-4) = 3
FA Defense roll (0-0) = 0

Another hit! Though not quite as accurate, it is more than enough to overwhelm the damaged frigate. A bright flash and the galaxy has that many fewer of those pesky yellow critters lurking in it.

FA is destroyed.

BSB still hasn't used its Phasor bank this round. That's all they have left, so they just take a potshot at Frigate B:

BSB Attack roll (1-5) = 3
FB Defense roll (0-4) = 3

Frigate B's shields swallow the hit whole, but it takes them down to 25%. The Torian engineer reports that he'll have the shields back up to full before the Arceans can reload their weapons, though, so the captain of Frigate B isn't worried.

The surprise of the Arcean attack has worn off, though it's too late for Frigate A. Frigate B prepares to give the Arceans what's coming to them.

All the Torian frigates are equipped with are Photon Torpedoes, so there's no analysis needed-that's what they're using first (and last, and only!). BSA has a potential defense roll of 0-4 (2+sqrt(6)).

FB Attack roll (1-5) = 5
BSA Defense roll (0-4) = 3

The Arceans drop all the chaff they can, but it's not enough. The torpedo hits BSA squarely in the chaff launcher, knocking out the ship's anti-missile defenses for the rest of the round and dealing 2 damage to its HP (potential defense roll 0-0, 18 HP left).

FB Attack roll (1-5) = 4
BSA Defense roll (0-0) = 0

Defenseless, BSA can do nothing but take whatever damage the torpedoes deal… and there are two more Torian ships ready to fire theirs. FC and FD open fire without delay (BSA now has 14 HP left):

FC Attack roll (1-5) = 4
BSA has 10 HP left.
FC Attack roll (1-5) = 5
BSA has 5 HP left.

FD Attack roll (1-5) = 5
BSA is destroyed!

The Torians really pummeled that battleship, whose smoking wreckage is now floating away from the battle. Frigate D has one torpedo left in its tubes, and it's got Battleship B's name written on it.

FD Attack roll (1-5) = 3
BSB Defense roll (0-4) = 3

The Arceans got lucky-their chaff managed to successfully prevent the missile from striking the ship. They've only got 1 unit left in the launcher, but that's fine-they have some time to get it reloaded before the Torians do likewise with their torpedo tubes.

The first round of the battle is complete. All armor, shields, and point defenses on the ships are repaired, recharged, or reloaded, and they're ready for more. The battle now stands as follows:

Arceans (attacking)
Battleship B: 1x Phasors VI (5 dmg), 2x Quantum Driver (4 dmg ea.), 6 Armor, 2 PD, 20 HP

Torians (defending)
Frigate B: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 12 HP
Frigate C: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 12 HP
Frigate D: 2x Photon Torpedo (5 dmg ea.), 3 Shields, 1 Armor, 12 HP

The Arceans' special ability won't help them this time-both sides will fire simultaneously in this round. What will happen? The Arceans are now quite a bit outgunned, but they won't go down without a fight. Unfortunately for them, that's as far as this story goes.

Hopefully this has been helpful to everyone in understanding the new battle system. If you've got any questions, post away.


-----------------------------------------

Update, effective as of 1.6 beta 4, according to CodeCritter's post on another thread:

The battle system still works as it did before. The only change is how the max defenses are decreased over the course of the round.

Off-type defenses still use the sqrt function when rolling. What the beta 4 system does is roll a 0 - sqrt (sum of offtypes) for defense. The sum of offtypes changes are the offtypes are decreased after each attack roll.

So, a more DETAILED description of my previous example would be:

Ship 1 ( Attack: B: 14 M: 0 MD: 0 ) 7 weapons, 2 beam attack each

Ship 2 ( Defense: B: 0 M: 6 MD: 4 ) HP: 20

1. Ship 1 Weapon 1 rolls 1 attack, Defense rolls 0 - sqrt ( 6 + 4 ) and gets 2. Damage done is attack 1 - defense 2 so no damage is done. Ship 2 missile defenses are greater than mass driver defenses,they are decreased by the value of the attack roll 1.

Ship 2 defenses are now ( B: 0 M: 5 MD: 4 ) HP: 20.

2. Ship 1 Weapon 2 rolls 2 attack. Defense rolls 0 - sqrt ( 5 + 4) and gets a 1. Damage done is attack 2 - defense 1, so 1 hp is removed. Ship 2 missile defenses are greater than mass driver defenses, so they are decreased by 2.

Ship 2 defenses are now ( B: 0 M: 3 MD: 4 ) HP: 19

3. Ship 1 Weapon 3 rolls 2 attack. Defense rolls 0 - sqrt ( 3 + 4 ) and gets a 0. Damage done is attack 2 - defense 0, so 2 hp is removed. Ship 2 mass driver defenses are now greater than missile defenses, so they are decreased by 2

Ship 2 defenses are now ( B: 0 M: 3: MD: 2 ) HP: 17

4. Ship 1 Weapon 4 rolls 1 attack. Defense rolls 0 - sqrt ( 3 + 2 ) and gets a 2. Damage done is attack 2 - defense 2, so 0 hp is removed. Ship 2 missile defenses are greater than mass driver defenses, so they are decreased by 1

Ship 2 defenses are now ( B: 0 M: 2 MD: 2 ) HP: 17

5. Ship 1 Weapon 5 rolls 2 attack. Defense rolls 0 - sqrt ( 2 + 2 ) and gets a 1. Damage done is attack 2 - defense 1, so 1 hp is removed. Ship 2 off type defenses are equal, so one type is randomly selected. This time mass drivers are randomly chosen, so they are decreased by 2

Ship 2 defenses are now ( B: 0 M: 2 MD: 0 ) HP : 16

6. Ship 1 Weapon 6 rolls 2 attack. Defense rolls 0 - sqrt ( 2 + 0 ) and gets a 0. Damage done is attack 2 - defense 0, so 2 hp is removed. Ship 2's missile defenses are greater than mass driver defenses, so they get decreased by 2

Ship 2 defenses are now ( B: 0 M: 0 MD: 0 ) HP: 14

7. Ship 1 Weapon 7 rolls 1 attack. Ship 2 has no defenses, so the attack will be able to do its full measure of damage. No defenses are left so no defenses get decreased.

Ship 2 defenses are now ( B: 0 M: 0 MD: 0 ) HP: 13

8. Ship 2 fires its weapons in the same manner

9. At the beginning of the next round, each ship's defenses are restored to their full values.


When the attacker has two different weapon types, how do you degrade defenses?

Ephafn is right. Each shot is fired is done in succession. So the first shot would decrease whichever defense was greater (or randomly pick which if they are equal). Then the second shot would have to go up against the changed defense values.

I hope this clears things up. If you still have any questions, please don't hesitate to ask


132,891 views 43 replies | Pinned
Reply #26 Top
I haven't had time to study all the replies in this thread but I have one question.

Are 'non-optimal' defenses degraded when hit by a weapon not geared for them?

E.G.

Ship A has beam weapons
Ship B has 4 points of Armor

Therefore Ship B has 2 points (square root of 4) of defense, but will that defense ever be degraded from laser fire or would only rail guns degrade it. It's not clear in the original example. If that is the case, then for relatively low weapon values (early - mid game) you're better off taking "non-optimal" defenses.

This also hurts bases in direct combat but really makes swarms of fighters deadly when supported by military bases. Do all of those weapon assists count as additional volleys so they can be split up among targets getting destroyed? What about ships supported by overlapping military bases, could they be getting many, multiple rounds of 1 point shots to spread around?
Reply #27 Top
Therefore Ship B has 2 points (square root of 4) of defense, but will that defense ever be degraded from laser fire or would only rail guns degrade it. It's not clear in the original example.


Yes and no.

The ship with 4 armor would have 0-2 vs beam, 0-2 vs missile, and 0-4 vs ballistic. Each type would degrade individually. So if the ship was hit for 2 or more beam damage, any subsequent beam hits that round would be unresisted. However this would have no bearing on missile or ballistic hits, which would be tracked and degraded separately.
Reply #28 Top
Ok, that makes sense now, thank you Kryo.
Reply #29 Top
UPDATE: All attack rolls are now 0-max, so it is possible to deal no damage at all even when the enemy has no defenses.
Reply #30 Top
I don't think this entirely discourages multiple weapon types, it just defines the circumstance in which multiple weapons types make the most sense...
Take this situation for instance:

Ship A 1xMissle (4dmg) 1xBallistic (4dmg) 1xBeam (4dmg) 6 PD, 20 HP

Ship B 3xMissle (4dmg) 6 PD, 20 HP

Ship A firing order:
0-4 ballistic vs. defense 0-2 = avg 1.2667 dmg.
0-4 beam vs. defense 0-2 = avg 1.2667 dmg.
0-4 missle vs. defense 0-6 = avg 0.6667 dmg
total = 3.2 avg. dmg.

Ship B firing order:
0-4 missle vs. 0-6 PD = avg 0.6667 dmg
0-4 missle vs. (avg)0-4 PD = avg 0.8 dmg
0-4 missle vs. (avg)0-2 PD = avg 1.2667 dmg
total = 2.733 avg. dmg.

So here we have 2 ships that are exactly the same except one focuses weapons and one spreads them, and the one that spreads it's damage over multiple weapons will actually do more damage than the focused ship over time.

Of course this example is reliant on two major factors... That Ship A has the correct defense for Ship B's focused weapons, and that Ship B only has 1 kind of defense. If either factor changed then the results would change considerably (though if Ship B had 3points in 2 different defenses Ship A would still do slightly more damage).

The upshoot of all this is simple. If you ever find yourself in a war against one or more opponents that have many different defense setups, but that ultimately have few or no ships with all three defenses at once, then you are better off spreading your weapons among all three forms of attack. If you don't then you will be seriously disadvantaged when facing the enemy ships with the proper defense against your weapons. Also it seems clear that spreading your defenses among all 3 types will also be the most effective method when your foes use all three kinds of weapons.

One other point... If you have 2 enemies/enemy ships that each use 2 different sets of defenses, like beam and missle for one and beam and ballistic for the other... Load up on Missle and Ballistic weapons only. That way you will always have one weapon at a serious advantage and one at a disadvantage, no need to use all three types and be guaranteed that beams will do poorly against everyone.

I know most of us basically know all this, but I did want to show that there is a somewhat common circumstance in which the spread attack ship would have the advantage.
Reply #31 Top
Did you take into account the fact that a ship with 3 different weapon types has to degrade all 3 defenses seperately (even though 2 of them are lower in value), whereas a ship with only 1 weapon type only has to degrade one defense?
Reply #32 Top
While it is clear that defences don't stand up as well against multiple attackers, one on one with larger ships they are much *more* effective than before.

Consider a ship with 100 beam attack (10x10) attacking a ship with 100 beam defence (10x10).

Using the previous combat system, that ship has a 50% chance of doing damage, and there's a reasonable chance of doing pretty signficant damage (25 or more hp). It's even possible to do 50-100 points of damage. This was a big risk in investing heavily in defence: your ship might well get plastered anyway. In a prolonged fight, the risk of rolling low becomes very high.

In the DA system, the attacker has a small chance of doing a little bit of damage. On the first shot, the attacker is rolling 0-10 versus 0-100 for the defender. On average, each attacker shot is going to do 5 damage, so even on the 10th shot, the defender can still expect to roll 0-55 versus the attacker's 0-10.

In the limit of high defences, a point of defence can expect to stop 2 points of the appropriate weapon, since individual weapons roll (0-rating) while defences roll (0-combined_rating) and will usually beat the weapon roll. Defences are only degraded by the rolled weapon damage, and that is expected to be half the weapon damage.

This rule breaks down when you are dealing with smaller ships and lower defences overall, as defence is more likely to roll under the individual weapon's damage.

Reply #33 Top
While it is clear that defences don't stand up as well against multiple attackers, one on one with larger ships they are much *more* effective than before.


Well, all combat rolls are a lot less luck dependant than before (exception made if you only have 1 weapon) because of the law of great numbers.

As for defense on big ships against defense on small ships, I would say that it is less useful for big ship than before (because of defense degradation), but it is now useful for small ships. So now defense is as useful for big or for small ships. Why? Because even if your small ship will get destroy by the attack, better defense make it so that the attacker need to fire more weapons to kill you, thus having less weapons to kill your next ship.
Reply #34 Top
Well, all combat rolls are a lot less luck dependant than before (exception made if you only have 1 weapon) because of the law of great numbers.



Lower variability (due to more, smaller rolls) does help with the reliability of defences, but it's not my main point.

The main point is that for situations with lots of guns and high defences, each point of defence rating can expect to stop *two* points of the appropriate weapon.

Previously, each point of defence in a one-on-one could expect to negate less than one point of an attacking weapon each round, on average, due to defence overkill. Take the 10x10 beam attacking the 10x10 shield. In DL, a 100-point attack against an undefended target would do 50 damage on average. The 100-point attack against a 100-point defence would do about 25 damage on average (the same damage as a 50-point attack against no defence). In DA, 10x10 attack against a 10x10 defender can expect to bring the shields down to half-strength, with maybe a few points of damage leaking through.

A second 10x10 attacker would still have his damage mostly blocked, but would expect to bring the shields down to nothing and have more damage leak through. So probably by this point they've done about 15 hitpoint damage total, whereas in DL we would have expected to do about 50 hitpoints by this point. The third 10x10 attacker expects to do 50 hitpoints, but the three-ship total has still inflicted less damage than the 3-ship total in DL. Only on the 4th 10x10 ship attacking the same 10x10 defender do you expect the hitpoint damage in DA to start to exceed the hitpoint damage dealt in DL.

The big place where defence loses in DA is that you can't make a big ship that's effectively invulnerable to small weapons. Enough tinies in a fleet can bring even a big ship down.
Reply #35 Top
Ship A firing order:
0-4 ballistic vs. defense 0-2 = avg 1.2667 dmg.
0-4 beam vs. defense 0-2 = avg 1.2667 dmg.
0-4 missle vs. defense 0-6 = avg 0.6667 dmg
total = 3.2 avg. dmg.

Ship B firing order:
0-4 missle vs. 0-6 PD = avg 0.6667 dmg
0-4 missle vs. (avg)0-4 PD = avg 0.8 dmg
0-4 missle vs. (avg)0-2 PD = avg 1.2667 dmg
total = 2.733 avg. dmg.


What I meant was, the target of ship A still has some missile defense after this, the target of ship B doesn't (on average). So your results as presented (one iteration only) may be misleading.
Reply #36 Top
I must admit that some of the changes are logical. Rolling the dice to decide on the accuracy of a gunner to hit his target makes a certain amount of sense, so a "0" point hit could exist. But I cannot see the logic of rolling the dice to determine the effective strenght of the shields. Defensive systems should not be subject to chance. The player has paid dearly to equip his ships with defensive capabilities, only to have them negated by a role of the dice! Maybe we should all go back to playing "RISK" again. My primary attraction to the game was because it was a game of strategy, but it sounds like you are turning it into a game of chance.

An alternate:
Why not let defensive systems operate as they would normally. A shield having "X" power should deflect all hits of "X" or lesser attack levels. Hits of less than "X" would reduce the power of the shield proportional to the effeciency of the shield type. So if a basic deflector was installed, "maybe" only 40 or 50% of the hit attack points (energy) would be deflected into space, hence, the balance of the energy (50%) would be applied to reduce the shield strength and hit points of the ship.
As an example, if a deflector with a defence strenght of 1, is hit by a laser with "1" attack power , the result would be a reduction of .5 in deflector strenght. If the same deflector is hit by a phasor with "3" attack, the deflector would then deflect (50%) or "1.5" of the "3" attack energy leaving "1.5" energy to negate the "1" power deflector and the remainding "0.5" energy would reduce the hit points of the ship by 0.5. The ship would then be unprotected. If a "superior deflector" was used, 60% of the energy would be deflected.

In an other example; A ship has a "barrier III" defence system, with "6" power level and 80% effeciency. It is attacked by a ship with Phasor "10" attack power. 80% or (8) of the energy is deflected, while the remaining "2" reduces the "barrier III" power from "6" to "4". The ship could sustain 3 hits before taking damage. If the same ship was attacked by a fleet of 12 ships with single lasers of "1" attack power, the ship could sustain 24 hits before taking damage.

In this example, a ship with "ultimate invulnerability" defence of "10" power and 99% effeciency is attacked by a ship with doom ray of "100" attack power. 99% or 99 attack energy is deflected and 1% or "1" energy reduces the defence level from 10 to 9. Hence the ship could survive 10 consecutive hits if the attacker was fortunate to hit its target every time with maximum yield hits.

I suggest that you follow the original description given in the tech tree for effeciency rating of the individual shield types.

If a player was to put two deflectors on the same ship, althought the strenght of the shielding would be rated as "2" ( 1+1), the effeciency would still be at 50%. When attacked with the same phasor of "3" attack power the ship with two deflectors fitted would still deflect "1.5" energy but would be left with "deflector" power of "0.5" after the attack.

Therfore, a "Shield" with a strenght of "2" and an effeciency of 75% would now be superior to installing two "basic deflectors". Other advantages would be that going from phasor I to phasor II would now yeild an improvement in effective effeciency as well as size. In fact the game could change the effeciency of defence systems depending on the weapon used against it. For example, deflectors could have an effeciency of 50% against lasers but only 40% againts phasors or disruptors!

Square root law:
To be fair, if you stay with the square root law, then something should be done so that defence levels of 2 and 3 are not reduced to 1 in the process.

I believe that doing something along the line suggested here is a much better solution than adding yet an other dice game like the invasion were a force of 2000 can destroy a planet with 14,000 troops with better training and weapons just because you rolled a good number.
Reply #37 Top
Rolling the dice to decide on the accuracy of a gunner to hit his target makes a certain amount of sense, so a "0" point hit could exist.


I'm not sure there will be gunners in the true sense in space battles.   

But I cannot see the logic of rolling the dice to determine the effective strenght of the shields.


Direct hits vs glancing blows - point defense actually makes sense. Not saying the system is good. But it treats all weapons and all defenses in the exact same way, so you can't really expect too much from it. I'd prefer a more realistic system, with different weapon types having different effects. More strategy in actual combat, not just r/p/s "strategy" in ship building.

A shield having "X" power should deflect all hits of "X" or lesser attack levels.


I once suggested something along those lines. But it takes a complete overhaul of the system.

Your efficiency idea, I don't think it makes too much sense.

Therfore, a "Shield" with a strenght of "2" and an effeciency of 75% would now be superior to installing two "basic deflectors".


It's all about cost and size.

For example, deflectors could have an effeciency of 50% against lasers but only 40% againts phasors or disruptors!


Though something like that would be awesome, the way the system works it's really of little consequence.
Reply #38 Top
LightVader said "I must admit that some of the changes are logical. Rolling the dice to decide on the accuracy of a gunner to hit his target makes a certain amount of sense, so a "0" point hit could exist. But I cannot see the logic of rolling the dice to determine the effective strenght of the shields. Defensive systems should not be subject to chance. The player has paid dearly to equip his ships with defensive capabilities, only to have them negated by a role of the dice! Maybe we should all go back to playing "RISK" again. My primary attraction to the game was because it was a game of strategy, but it sounds like you are turning it into a game of chance."

Actully I like the 'Dice rolling' aspect of combat. Even the best laid strategies often break down when in contact with the enemy. The roll on defense represents random event such as power drains or some form of damage to the generator powering shilds or maybe the targeting computer for the PD is on the fritz or that the Mass driver got a lucky hit on a weak part of the armor etc. Life is full of random events and using a roll in any game simulates this
Reply #39 Top
Hi!
A question to the developers please: How DA combat system handles weapons bonus? Does each weapon get a percentage bonus to its attack, or is there a super shoot (bonuses from each weapon on the ship added to the shot of the first weapon)?

TIA and BR, Iztok
Reply #40 Top
IIRC, the bonus is based on the entire weapons value, and is simply added to the first shot.
Reply #41 Top
.
Reply #42 Top

My solution is to reclass all weapons and defenses as shield and all weapons as beam so that i don't have to deal with the confounded ridiculousness of the rock paper scissors fighting system. Size, production cost, and damage are better strategic modifiers. And hulls get serious bonuses to account for everything I have learned from TV. Problems solved. 

If I did have the ability I would reverse the default system so that two defenses were fully effective and one would be divided by two... not square rooted. with a 0-X calculation there is already inefficiency in defense. Why add to that? And why does luck affect weapons? It should be a dodge factor and a critical factor or nothing at all. Someone please consult me before GalCIv 3. Or make it moddable like Elemental.

Reply #43 Top

I have been away for a long time.

What is DA ?