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Package to improve small ship classes

 
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Maelstroem
Commander


Joined: 30 Jan 2004
Posts: 430
Location: Munich, Germany

PostPosted: Sat Oct 01, 2005 07:07    Post subject: Package to improve small ship classes Reply with quote

Dear Imperators!

Today we have deceided to implement the following game changes to improve smaller ship classes. The prospective time for activation will be about 1 to 2 months.

A) Elimination of drive limits for small ships.
Small ships will be able to mount up to D12 drive systems. With this change, it will be possible to build sensor H1 ships, with the ability to travel fast and overview a lot of space. This change will also help new players bring their small ships to distant war regions.

B) Introduction of a ship hull hit probabilty modificator

According to this formula
Code:

P = 55% + (TH-TW) * 3%
where
P: basic hit percentage of fired weapon
TH: Techlevel of target hull
TW: Techlevel of fired weapon,

big weapons won't hit small hulls as easily as before.

The final hit percentage also includes a ships' morale (this is unchanged), so that the full formula looks like this:
Code:

PF = P + M*15%
where
PF = final hit percentage of fired weapon
M = ships morale (-1 / 0 / +1)


This results in a spread of the basic hit percentages between 20 and 80% and final hit percentages between 5% and 95%.

Examples:
L6 fires on H6, normal morale: Hit% = 55% + (6-6)*3% + 0% = 55%
L12 fires on H1, high morale: Hit% = 55% + (1-12)*3% + 15% = 37%
L6 fires on H11, high morale: Hit% = 55% + (11-6)*3% +15% = 85%
L7 fires on H4, normal morale: Hit% = 55% + (4-7)*3% +0% = 46%

The High Council and
Maelstroem
Laola
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Maelstroem
Commander


Joined: 30 Jan 2004
Posts: 430
Location: Munich, Germany

PostPosted: Fri Dec 09, 2005 10:14    Post subject: Reply with quote

Dear Imperators,

I am currently disussing this featureset once again with the High Council.
We did not think of the fact, that espionage was relatively easy with small and cheap ships, with full drives.
We want to eliminate last doubts before activating these features. We are thinking about things like a general slot-system or anti-radar measurements.
If we have come to a resolution, I will post again.

Bye,
The High Council & Maelstroem
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Maelstroem
Commander


Joined: 30 Jan 2004
Posts: 430
Location: Munich, Germany

PostPosted: Sun Jan 22, 2006 08:23    Post subject: Reply with quote

Dear Imperators,

after a long discussion, we have decided to activate only feature "B)
A ship hull hit probabilty modificator", soon.

This is an information for any imperator, who wishes to reconfigure his weapon systems or change combat tactics.

Have fun!
The High Council and
Maelstroem
Laola
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Maelstroem
Commander


Joined: 30 Jan 2004
Posts: 430
Location: Munich, Germany

PostPosted: Sun Jan 22, 2006 14:34    Post subject: Reply with quote

Dear Imperators,

there were a few questions, so I try to answer them here:

1. Whats the final formula to calculate the hit percentage, including ship experience?

Code:

Hit% = 55 +
               hull modifcator +
               morale modificator +
               experience modificator

  hull modificator = (hulltechlvl - weapontechlvl) * 3
  morale modificator = -15 | 0 | +15  (depends on morale)
  experience modificator = (experience ship / combat power ship) * 4

  If Hit% >= 100%, every weapon fired will hit its target.
  All weapon systems have the same hit% (currently laser and torpedo).


2. When will you activate the new feature?
Its development has finished and it has been tested.
We will activate in two weeks on 5th of february 2006.

3. Whats the impact of the new feature?
The impact is not very big in all of our combat simulations, even with non-reconfigured H10-L12 against H4, the combat length increased at max 25%. It may be a bit different though, if both sides are quite equal in strength.

Bye,
Maelstroem
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