Combat Basics
Jun 10, 2015 12:29:13 GMT -6
Post by Admin on Jun 10, 2015 12:29:13 GMT -6
Spaceship Combat
-- A ship's total Defense compared to the attacking weapon's firepower is used to determine how effective a weapon is. If the firepower and defense are equal, the weapon will deal significant damage. If firepower is higher than defense, the weapon can deal immense damage. If damage is lower than defense, the weapon will deal proportionally less damage. The ratio of damage done/lost improves with the difference, so a ship with defense 4 will take somewhat reduced damage from a Mass Driver (damage 3), but almost insignificant damage from point defenses (damage 1).
-- Each weapon is counted separately when used to attack, so Firepower is not cumulative.
-- Speed vs. Accuracy works similarly to Defense vs. Firepower. If they are equal some shots will hit. Higher speed means more shots miss, while lower speed means that most will hit. However, Speed vs. Accuracy is also modified by distance (with accuracy falling at long distances) and traversal (how the ships are moving relative to one another).
-- Speed also determines how fast a ship moves, and thus its ability to engage/disengage from combat, or maneuver.
-- Damaged ships lose effectiveness as different components are knocked "offline," which can make them less effective and more vulnerable to further attacks. E.g. a solid hit from a powerful weapon might knock out a couple Armor components, making the ship vulnerable to weak weapons that before would have only scratched the paint.
-- Critical hits are possible, representing a shot that managed to hit a command deck, magazine, or central reactor.
-- Orbital bombardment of planets is doable but usually result in significant collateral damage. Most spaceship weapons have payloads measured in megatons.
-- Boarding requires moving very close to the target ship and using either an umbilical or shuttles to send troops. The target ship can flee or shoot the attacking ship (or shoot down shuttles with point defenses) so crippling them beforehand is usually a good idea. If you capture a ship through boarding you can crew it with your own men and use it, or scrap it for credits and science.
Spaceship Travel
-- All spaceships can travel normally through Wormholes, represented by lines between starsystems. This is the fastest, easiest form of FTL travel. Wormhole entrances and exits make natural chokepoints. Ships can "jump" through wormholes relatively easily, and can retreat through them during combat.
-- Ships can travel through Jump Gates just like they do through wormholes if they have the permission of both the sending and receiving gate.
-- Ships or fleets can also make Warp Jumps. When a fleet uses a Warp Jump it is removed from play for the following Turn, then reappears in a system of your choice at the beginning of the Turn after that. Warp Jumps cannot be contacted, redirected or recalled once the jump is made. Warp Jumps take precise alignment and full power to "charge up" and are completely vulnerable during that time. Warp Jumps cannot be used in battles and are vulnerable if attacked while prepping.
Army Combat
-- Army combat depends largely on situation and use.
Infantry do best in rough terrain, such as mountains, forests, and urban areas that have abundant cover.
Armor is devastating when it operates in wide, open areas where it can move swiftly and strike hard.
Artillery is extremely dangerous at long range, but vulnerable up close.
Airpower works best when doing swift, precise strikes on obvious targets rather than taking the risk of being shot down in extended combat
-- The situational element can be changed depending on circumstances and tactics. You can use Infantry to protect your armor in urban combat while the armor shoots down houses and breaks fortified areas, or use Armor to defend artillery regiments while they bombard a target.
-- Armies gain traits as they continue to fight in battle and gain experience.
-- Armies are assumed to have space transports, but these transports are unarmed and unarmored.
-- A ship's total Defense compared to the attacking weapon's firepower is used to determine how effective a weapon is. If the firepower and defense are equal, the weapon will deal significant damage. If firepower is higher than defense, the weapon can deal immense damage. If damage is lower than defense, the weapon will deal proportionally less damage. The ratio of damage done/lost improves with the difference, so a ship with defense 4 will take somewhat reduced damage from a Mass Driver (damage 3), but almost insignificant damage from point defenses (damage 1).
-- Each weapon is counted separately when used to attack, so Firepower is not cumulative.
-- Speed vs. Accuracy works similarly to Defense vs. Firepower. If they are equal some shots will hit. Higher speed means more shots miss, while lower speed means that most will hit. However, Speed vs. Accuracy is also modified by distance (with accuracy falling at long distances) and traversal (how the ships are moving relative to one another).
-- Speed also determines how fast a ship moves, and thus its ability to engage/disengage from combat, or maneuver.
-- Damaged ships lose effectiveness as different components are knocked "offline," which can make them less effective and more vulnerable to further attacks. E.g. a solid hit from a powerful weapon might knock out a couple Armor components, making the ship vulnerable to weak weapons that before would have only scratched the paint.
-- Critical hits are possible, representing a shot that managed to hit a command deck, magazine, or central reactor.
-- Orbital bombardment of planets is doable but usually result in significant collateral damage. Most spaceship weapons have payloads measured in megatons.
-- Boarding requires moving very close to the target ship and using either an umbilical or shuttles to send troops. The target ship can flee or shoot the attacking ship (or shoot down shuttles with point defenses) so crippling them beforehand is usually a good idea. If you capture a ship through boarding you can crew it with your own men and use it, or scrap it for credits and science.
Spaceship Travel
-- All spaceships can travel normally through Wormholes, represented by lines between starsystems. This is the fastest, easiest form of FTL travel. Wormhole entrances and exits make natural chokepoints. Ships can "jump" through wormholes relatively easily, and can retreat through them during combat.
-- Ships can travel through Jump Gates just like they do through wormholes if they have the permission of both the sending and receiving gate.
-- Ships or fleets can also make Warp Jumps. When a fleet uses a Warp Jump it is removed from play for the following Turn, then reappears in a system of your choice at the beginning of the Turn after that. Warp Jumps cannot be contacted, redirected or recalled once the jump is made. Warp Jumps take precise alignment and full power to "charge up" and are completely vulnerable during that time. Warp Jumps cannot be used in battles and are vulnerable if attacked while prepping.
Army Combat
-- Army combat depends largely on situation and use.
Infantry do best in rough terrain, such as mountains, forests, and urban areas that have abundant cover.
Armor is devastating when it operates in wide, open areas where it can move swiftly and strike hard.
Artillery is extremely dangerous at long range, but vulnerable up close.
Airpower works best when doing swift, precise strikes on obvious targets rather than taking the risk of being shot down in extended combat
-- The situational element can be changed depending on circumstances and tactics. You can use Infantry to protect your armor in urban combat while the armor shoots down houses and breaks fortified areas, or use Armor to defend artillery regiments while they bombard a target.
-- Armies gain traits as they continue to fight in battle and gain experience.
-- Armies are assumed to have space transports, but these transports are unarmed and unarmored.