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Home » Stars! 2.6/7 » The Academy » Damage calculations
Re: Damage calculations Wed, 24 November 2004 14:11 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
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]

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