RETURN TO SWITCHBOARD |
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6A. Ship Missions |
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Return to Ships Sub-Menu |
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6B. Primary
Enemy |
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1. Introduction to VGA Planets |
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7. Minefields
Sub-Menu |
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6C.
Fix/Recycle Ships |
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2. Race Information Sub-Menu |
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8. Combat
Sub-Menu |
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6D. Cargo |
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3. Friendly Codes Sub-Menu |
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9. Ion Storm
Sub-Menu |
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6E. Movement |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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6F. Ship Combat |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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6G. Ship Hull
List |
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6. Ship Information
Sub-Menu |
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12. Add-on
Information |
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6H. Ship
Hulls by Race |
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6I. Special
Abilities and FCs |
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6J. Ship
Hulls by Hull and Race |
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SHIP COMBAT: |
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General Rules of Ship
Combat: |
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Combat takes place one
Ship at a time. |
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Ships always fight
before Planets/Starbases. |
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Weapon damage is measure
two ways: Killing Power and Explosive Power. |
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Killing
Power is a measure of how many Crew members are killed. |
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Explosive Power is a
measure of how much damage is done to a Ship's Shields and Armor/Hull. |
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All ships have an attack
order: |
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They will fight in an
order that depends on three things: the Mission, the Primary Enemy and the
Friendly Code. |
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The Friendly Code can
give an attack value from 1 to 999. (1 being the lowest) Letters have higher values than numbers. |
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If the Ship's Friendly
Code is a numeric value, such as 233, then that is the attack value. If the
Friendly Code begins with a letter |
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then
the attack value is 1000. If the Friendly Code begins with a number and has a
letter in position two or three, then the |
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beginning number is the
attack order value. (FC of 16j has an attack value of 16). |
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Lower attack orders
combat first. |
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Ships
set to the Kill Mission will combat first, in attack value order, lowest to
highest. |
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If two of your Ships
have the same attack value, then the Ship with the lowest ID number will
combat first. |
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Ships with a Primary
Enemy set will combat after all Ships set to the Kill Mission. They will
combat in attack value order |
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from lowest to highest. |
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Ships that are not set
to the Kill Mission and don't have a Primary Enemy set will combat in an
order based on the Friendly Code attack values. |
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Matching Friendly Codes
override both the Primary Enemy and the Kill Mission. |
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If a Ship does not use
the Kill Mission, and has no Primary Enemy set, then its effective battle
order is increased by 15 points. (1015 for non
numeric FCs) |
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The Kill mission reduces
this by 10 points and Primary Enemy set reduces this by 5 points |
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Ships with matching
Friendly Codes will not fight, except for the following situation: |
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If two enemy Ships both
use the "NTP" Friendly Code they will still do combat. |
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The Add-on Killing Floor
allows for group combat (fleet combat) where all Ships present do combat at
one time. |
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This
overrides the one on one combat that is native to VGA Planets. However,
Friendly Codes still play a part in how |
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the Ships take part in
combat. |
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Left and Right Sides of
Ship Combat: |
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A player's Ships will
enter the combat screen either on the left or right side of the screen. This
is determined by Battle Order |
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Ships with a lower
Battle Order get the right side. |
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Ideally, a player with a
Carrier wants to be on the left side. The left side wins approximately 60% of
the time in Carrier vs Carrier battles. |
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Ideally, a player with a
Torpedo Ship wants to be on the right side. The right side Torp Ship that
weighs less than 140 KT gets |
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a 60% chance of getting
a 360 KT bonus for the battle. |
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Combat Laws and Rules: |
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The more Massive a Ship
is, the stronger its Shields are. |
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The strength of a Ship's
Shields and Armor is determined by the Ship's Hull Mass only. Mass from fuel,
Cargo, |
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Weapons, and Engines do
not count towards Shield and Armor strength. |
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Ship Shield strength is
carried over from the last battle during the same turn. |
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The amount of damage
done to a Ship decreases as the Mass of the Ship's Hull increases. |
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Fighters are launched
first, Torpedoes are armed second, and Beam Weapons fire third. |
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Beam Weapon banks with
more than 60% energy will fire at enemy Fighters. |
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When
a Ship's Crew is dead, the Ship is captured if it is fighting an enemy Ship.
Planets can not capture Ships. |
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Ships will continue to
fight the Planet until it explodes. |
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Fighters tend to do more
damage to larger Ships than do Torpedoes. |
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Fighers fire 7 times
each before returning to their Carrier to be refueled. |
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If target Ship's Mass is
320 KT or more, the drain on shields/damage done by one hit from a Fighter is
1% |
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If target Ship's Mass is
less than 320 KT, the drain on shields/damage done by one hit from a Fighter
is 2% |
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If target Ship's Mass is
less than 106 KT, the drain on shields/damage done by one hit from a Fighter
is 3% |
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If target Ship's Mass is
less than 63 KT, the drain on shields/damage done by one hit from a Fighter
is 4% |
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Torpedoes and Beam
Weapons tend to do more damage to smaller Ships than do Fighters. |
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Torpedoes have a 65%
chance of hitting and a 35% chance of missing. |
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Ships with matching
Friendly Codes will not fight, except for the NTP Friendly Code. A Ship may
disable its |
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Torpedo
Tubes or its Fighter Bays by using the NTP Friendly Code. So if two Ships,
both set to the |
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NTP Friendly Code,
fight, they will fight with Beam Weapons only. |
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Matching Friendly Codes
override both the Primary Enemy and the Kill Mission. |
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Ships without fuel
cannot attack enemy Ships. |
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Ships without fuel
cannot be attacked by enemy Ships. |
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The Planetary Friendly
Code ATT will cause a Planet to attack any enemy Ship in orbit, if that Ship
has fuel. |
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The Planetary Friendly
Code NUK will cause a Planet to attack any enemy Ship in orbit, regardless of
fuel. |
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A cloaked Ship may
attack a Ship belonging to its Primary Enemy. |
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Ship to Ship Math: |
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The percentage of energy
lost from a Shield hit by enemy fire is this: |
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Loss% = Tetawatts *
(80/(HullMass+1)) |
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The percentage of damage
done to a Ship's Hull hit by enemy fire is this: |
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Damage% = Tetawatts(E) *
SQR[(80/(HullMass+1))] |
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The number of Crew
killed by enemy fire is this: |
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Killed% = Tatawatts(K) *
[(80/(HullMass+1))] |
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A damaged Ship will
losse some of its weapons and Shields until it is repaired: |
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ShieldStrength = 100 -
(ShipDamage) |
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MaxBeams = 10 -
(ShipDamage/10) |
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MaxFighterBays = 10 -
(ShipDamage/10) |
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MasTorpTubes = 10 -
(ShipDamage/10) |
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A damaged Ship may not
attain maximum warp speed until it is repaired: |
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MaxWarpSpeed = 10 -
(ShipDamage/10) |
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MaxRace2(Lizard)WarpSpeed
= 14 - (ShipDamage/11) |
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Engine Tech Sheild Bonus: |
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This is an Hconfig
setting. If it is set to YES, then Shields will get a bonus based on the
Megacredit |
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cost of the Engines on
that Ship. |
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Example: A Ship with
Transwarp Drive Engines (it doesn't matter how many) will get a 300 KT Mass |
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bonus in combat. |
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This setting has no
other effect, except to make the Ship stronger, defensively, in combat. |
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