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.
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
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.
I have been away for a long time.
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