Re: Damage calculations |
Tue, 23 November 2004 10:30 |
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Quote: | The double damage is only calculated as when primary or new target token is selected and it appears to have no shields.
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In order ensure that double damage does happen once the shields have gone, target selection must then precede each round of battle - which would be good anyway.
I would rather see the check done when missiles are about to hit so that if the shields go after a slot has fired, the next slot of missiles do the double damage that's what should happen anyway. Once the shields are gone, regen shields should still regen 10% for the next round, and, that means that on EVERY round, regen shield ships would have a minimum of 10% shields.
Though Staz is re-creating the battle engine, I do not see any reason why the original battle engine should not be refined and made better. We all know it has flaws and there is no reason to copy those flaws.
Ptolemy
[Updated on: Tue, 23 November 2004 10:32]
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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Re: Damage calculations |
Wed, 24 November 2004 14:11 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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Yes i think that stars uses quite similar algorithm.
It has to calculate the odds for each rocket separately to let one slot to kill multiple targets at different jamming and shielding therefore at different accuracies.
It has also to solve the result for each rocket separately to find out if token was killed so next one needs to switch targets (and therefore accuracies) or no.
It seems that each rocket does shield damage when it hits and each kill does also shield damage after kill. At least i cant find no other explanation to the shield damage made. That can be only done by applying each rocket separately.
The manual say about rocket damage: "If target token has one ship in it and hits caused more damage than was neccessary to destroy it, then the damage is applied to other tokens in same square." Thats wrong. Each time token is killed by a torpedo rest of the damage just disappears (does not hit other tokens shields or armors).
The point where firing phases (for VCR) are generated is after whole token has fired since all same init slots fire is displayed as one VCR phase. Because the information in battle phases is ambiquous the VCR displays damage incorrectly. Especially shield damage.
[Updated on: Wed, 24 November 2004 14:13] Report message to a moderator
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