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Re: Shipsets Fri, 06 October 2006 03:46 Go to previous messageGo to previous message
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Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Coyote wrote on Fri, 06 October 2006 00:59

You could make rating more reflective of the ship's actual battle effectiveness, eg, in pseudo-code:
For each weapon slot:
  if beam:
      rating += number of beams in slot * beam damage * 1.1^(number of capacitors)
   if torpedo:
      rating += number of torpedoes in slot * damage * computer-adjusted accuracy
      if capital missile:
         rating*=1.5
rating += (total armor dp + total shield dp *1.5)*(1+jamming%/2+deflect%/2)





I guess battleboard movement, range of weapons and Regenerating Shields should also be taken into account? Sherlock Whip

Initiative is important, too. Even mass has some bearing in combat, as lighter ships move last. Twisted Evil


[Updated on: Fri, 06 October 2006 07:27]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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