Talk:Combat


 * I feel we also need to add to the article "How a planet is completely destroyed? After a combat? or?"
 * A planet is never destroyed in combat. The owner can destroy a planet but not an attacker. Moons can be destroyed, but only by a deathstar.


 * The description doesn't go into enough detail on how combat works IMHO, or maybe it requires another article. It's a good single-ship example, but most confusion is with multi-ship combat. I've been searching the wiki for info found in this thread, but I'm not 100% sure that info is accurate. Questions I have are:
 * Are all targets chosen at once before any attack takes place, or does each actor fire one-at-a-time?
 * Is the destruction roll taken every time there's a hit, or after all damage is resolved? (basically rephrased first question)
 * Do the attackers & defenders fire simultaneously, or does somebody go first?
 * Update: Found this thread that states all targets are chosen at once before damage each round, which insinuates that destruction roll is taken once after all damage is dealt. Also, looks like firing is simultaneous.

Looks like the algorithm is: for up to 6 battle rounds { for each attacking unit { do { assign random defending unit as target } while rapidfire success against target for each defending unit { do { assign random attacking unit as target } while rapidfire success against target assign all damage to all targets, taking first from shields, then from hull for each target hit this round { if hull damage > 30%, roll for destruction }  regenerate shields on all units if one side has been destroyed, end battle } if neither side destroyed, draw

Question, which answer should be included in the article I think: Consider a ship with hull damage > 30%. It survives the explosion roll. Next round it is hit again but shield didn't collapse this time. Will destruction be rerolled? What if hit wad bounced completely?


 * To the best of my knowledge, the explosion roll should not be initiated if the hull did not take damage, regardless of what happened in the previous rounds.


 * - LiquidLust

formula not rendered
For some odd reason the mathematical formula for battles 100 - (percentage of hull left) is not rendered...

How is it possible for 2 light fighters to take down a rocket launcher in 6 turns?
Accrding to speedsim and qtsim, there is a 100% chance fo 2 LF:s to destroy a RL in battle. But based on the formulas in this article it should be impossible: the structural integrity of a RL is 2000 and the weapon power of a LF is 50. In 6 rounds 2 LF can't deal more than 600 damage! Is it a bug in speedsim or should you multiply the weapon power by a constant factor? If so, that should be appearent from the article.

/xela (Princess)


 * The integrity of the Rocket Launcher is actually 200, not 2000. This is because of a hidden stat called Hull Integrity, which is the Structural Integrity (after armor upgrades) / 10. So theoretically, two LF's will destroy the RL in 2 rounds 100% of the time.


 * - LiquidLust

Explosion condition calculation
"If the Hull of the target ship is less than 30% of the initial Hull (H_i) of the ship (initial of the combat), then the ship has a probability of 1 - H/H_i of exploding."

Shouldn't this be: "If the Hull of the target ship is MORE less than 30%". Meaning: H < H_i * 0.3 H < H_i * 0.7 Otherwise, it would be impossible, say, for a Cruiser to explode from being hit by a Gauss in the first round.

213.168.15.20 07:30, May 3, 2013 (UTC) current