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RUSTORION tactical combat

  1. RUSTORION tactical combat
    1. Ship parameters
    2. Hulls
    3. Slots
      1. Weapons
      2. Armor
      3. Scanners
      4. Combat engines
      5. Shields
      6. Engine plugins
      7. Pilots
      8. CSS
    4. Effective surface
    5. Ship combat structure

Ship parameters

Structure: structural integrity of a ship. When it reaches 0, ship is destroyed.
Speed: Speed at which ship can move in hyperlanes (out of combat).
Surface: vulnerable surface of a ship. Larger ships are generally easier to hit.
Maneuverability: ability to evade enemy fire.
Damage Treshold: amount that is substracted from enemy weapon fire.

Hulls

Ships are based on hulls. Hull determines basic parameters of a ship and number of available slots.

Slots

Ships have several slots, in which ship components can be inserted on design. Examples of slots:

Components can affect ship's supply requirements. If fleet is not in friendly supply zone and it runs out of supplies stored in supply pods, it cannot fire most weapons and will start to suffer attrition.

Weapons

Weapons hit enemy ships and drain their Structure. Weapons also have tracking parameter, which can offset effective surface malus.

Armor

Armor increases ship's HP.

Scanners

Scanners are generally not useful for combat ships, but can be used to receive information about adjacent systems.

Combat engines

Combat engines decrease effective surface.

Shields

Shields absorb part of incoming damage, increasing ship's DT.

Engine plugins

Engine plugins increase ship's hyperlane speed and increase chance of escaping combat.

Pilots

Depending on race, pilot might increase different ship parameters. Using AI for a pilot applies a malus to most of them instead, but makes ships loyal.

CSS

Combat strategy affects ship's choice of targets. For example, it might prioritize easy-to-hit ships, or specialize on most dangerous ones.

Effective surface

Ship's Surface and Maneuverability add to Effective Surface. When choosing a target, ships with higher ES weigh more. So, if no other ships are left, ES will not do anything.

Ship combat structure

When several fleets of hostile stance meet (either arrive at same system or collide in a hyperlane), a combat starts. Combat consists of three rounds, during which every ship gets a chance to fire their weapons. Targets are picked based on chosen strategy and effective surface, randomly. When round is over, dead ships are removed or escape if they succeed in escape roll. Escaped ships eventually reappear at rally point with 1 HP.


Last edited: Voker57 on 2019-11-06 14:01:43 +0200
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