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namespace:combat

Combat:

There are five classes of warships in the game:

  • Corvettes
  • Corsair
  • Frigate
  • Destroyers
  • Cruisers

Each class of ship has unique capabilities. All warships receive 2x armor and 2x hull over economy ships.

Corvette:

  • Has a 50% chance to deal 2x the amount of damage with railguns

Corsair:

  • Can carry cargo
  • Can move through locked portals
  • Receives a bonus when boarding other ships

Frigate:

  • Has a 25% chance to deal 2x the amount of damage with turrets

Destroyer:

  • Can install Missile Bays
  • Can hold more scanners than any other class of ship
  • Cannot hold rail guns
  • Can hold a limited amount of turrets

Cruisers:

  • Can hold more railguns than any other class of ship
  • Have triple the armor of normal ships

Crippling Ship:

After destroying a ships shields and armor, a player may cripple another ship by destroying its engines. The only way for a ship to move after being crippled, is to be towed.

There are currently three types of weapons in the game:

  • Turrets
  • Rail Guns
  • Missile Bays

Turret:

  • Specializes in destroying the armor and hull of a ship

Rail Gun:

  • Deals an equal amount of damage to all sections of a ship with a 25% chance of dealing 2x the amount of damage

Missile Bay:

  • Specializes in destroying shields
  • How many missiles your ship can carry depends on it's size. Ship size / 50. The biggest Destroyer can carry 800 missiles.

Engine Evasion:

Engines are provided with an offset factor to simulate a ships evasion. The factor makes Engine's one of the most difficult parts of a ship to destroy.

The evasion for defending ships is calculated in the following manner: ((Weapon Damage * Weapon Quantity) * (Random number between 70 and 90) / 100) - Size factor.

If the attacking ship is larger than the defending ship, the amount and level of engines will offset the size factor in the following way:

Size difference = Attacker size - defender size.

  • Engine I X 1: (Size difference / 500) - ((Size difference / 500) * .87)
  • Engine I X 2: (Size difference / 500) - ((Size difference / 500) * .88)
  • Engine I X 3: (Size difference / 500) - ((Size difference / 500) * .89)
  • Engine II X 1: (Size difference / 500) - ((Size difference / 500) * .90)
  • Engine II X 2: (Size difference / 500) - ((Size difference / 500) * .91)
  • Engine II X 3: (Size difference / 500) - ((Size difference / 500) * .92)
  • Engine III X 1: (Size difference / 500) - ((Size difference / 500) * .93)
  • Engine III X 2: (Size difference / 500) - ((Size difference / 500) * .94)
  • Engine III X 3: (Size difference / 500) - ((Size difference / 500) * .95)

Note: The Destroyer class receives a bonus when attacking smaller ships. Subtract 4 from any of the above results to find the Destroyer bonus.

Weapon Stats

Missile Bay damage/turn requirement against shields:

Missile Bay I:

  • Alien Missile - 20 damage, 25 turns per missile
  • Ion Missile - 10 damage, 25 turns per missile

Missile Bay II:

  • Alien Missile - 30 damage, 25 turns per missile
  • Ion Missile - 15 damage, 25 turns per missile

Missile Bay III:

  • Alien Missile - 40 damage, 25 turns per missile
  • Ion Missile - 20 damage, 25 turns per missile

Missile Bay damage/turn requirement against other components:

Missile Bay I: 4 damage, 25 turns per missile

Missile Bay II: 6 damage, 25 turns per missile

Missile Bay III: 8 damage, 25 turns per missile

Missile Bay damage/turn requirement against armor/hull:

Missile Bay I: 4 damage, 25 turns per missile

Missile Bay II: 6 damage, 25 turns per missile

Missile Bay III: 8 damage, 25 turns per missile

Railgun damage/turn requirement against other components:

Railgun I: 6 damage, 25 turns

Railgun II: 8 damage, 25 turns

Railgun III: 10 damage, 25 turns

Railgun damage/turn requirement against hull/armor:

Railgun I: 6 damage, 25 turns

Railgun II: 8 damage, 25 turns

Railgun III: 10 damage, 25 turns

Railgun damage/turn requirement against shields:

Railgun I: 6 damage, 25 turns

Railgun II: 8 damage, 25 turns

Railgun III: 10 damage, 25 turns

Turret damage/turn requirement against hull/armor:

Turret I: 10 damage, 25 turns

Turret II: 15 damage, 25 turns

Turret III: 20 damage, 25 turns

Turret damage/turn requirement against other components:

Turret I: 6 damage, 25 turns

Turret II: 9 damage, 25 turns

Turret III: 12 damage, 25 turns

Turret damage/turn requirement against shields:

Turret I: 3 damage, 25 turns

Turret II: 5 damage, 25 turns

Turret III: 7 damage, 25 turns

namespace/combat.txt · Last modified: 2021/06/27 21:13 (external edit)