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New Battle Engine: 2 Examples

#1
Here are 2 sample combats to get an idea:

Code: Select all

Type	RIP
Number	10
Weapon	209.000
Shield	47.300
Armour	825.000


Type	B.ship
Number	500
Weapon	1.276
Shield	189
Armour	6.600

The attacking fleet fires 6 times for a total of 12.540.000 points of damage on the defender. The defender shields absord 567.600 points of damage.
The defensive fleet fires back 1 times for a total of 638.000 points of damage against the attacker. The attacker shields absorb 473.000 points of damage.


Type	RIP
Number	10
Weapon	206.800
Shield	59.400
Armour	825.000


Type	B.ship
Number	440
Weapon	1.133
Shield	209
Armour	6.600

The attacking fleet fires 10 times for a total of 20.679.999 points of damage on the defender. The defender shields absord 919.600 points of damage.
The defensive fleet fires back 1 times for a total of 498.520 points of damage against the attacker. The attacker shields absorb 498.520 points of damage.


Type	RIP
Number	10
Weapon	180.400
Shield	45.100
Armour	825.000


Type	B.ship
Number	340
Weapon	891
Shield	191
Armour	6.600

The attacking fleet fires 4 times for a total of 7.216.000 points of damage on the defender. The defender shields absord 260.304 points of damage.
The defensive fleet fires back 1 times for a total of 302.940 points of damage against the attacker. The attacker shields absorb 302.940 points of damage.


Type	RIP
Number	10
Weapon	248.600
Shield	58.300
Armour	825.000


Type	B.ship
Number	300
Weapon	1.276
Shield	251
Armour	6.600

The attacking fleet fires 27 times for a total of 67.121.999 points of damage on the defender. The defender shields absord 2.031.480 points of damage.
The defensive fleet fires back 1 times for a total of 382.800 points of damage against the attacker. The attacker shields absorb 382.800 points of damage.


Type	RIP
Number	10
Weapon	198.000
Shield	45.650
Armour	825.000


Type	B.ship
Number	30
Weapon	1.320
Shield	216
Armour	6.600

The attacking fleet fires 5 times for a total of 9.900.000 points of damage on the defender. The defender shields absord 32.340 points of damage.
The defensive fleet fires back 1 times for a total of 39.600 points of damage against the attacker. The attacker shields absorb 39.600 points of damage.


Type	RIP
Number	10
Weapon	200.200
Shield	56.100
Armour	825.000



Destroyed!

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Type	Battlecruiser
Number	250
Weapon	785
Shield	444
Armour	7.700


Type	B.ship
Number	500
Weapon	1.034
Shield	224
Armour	6.600

The attacking fleet fires 6 times for a total of 1.178.100 points of damage on the defender. The defender shields absord 673.200 points of damage.
The defensive fleet fires back 1 times for a total of 516.999 points of damage against the attacker. The attacker shields absorb 111.100 points of damage.


Type	Battlecruiser
Number	193
Weapon	693
Shield	510
Armour	7.700


Type	B.ship
Number	416
Weapon	1.078
Shield	211
Armour	6.600

The attacking fleet fires 7 times for a total of 936.243 points of damage on the defender. The defender shields absord 615.014 points of damage.
The defensive fleet fires back 1 times for a total of 448.448 points of damage against the attacker. The attacker shields absorb 98.507 points of damage.


Type	Battlecruiser
Number	144
Weapon	670
Shield	431
Armour	7.700


Type	B.ship
Number	367
Weapon	1.122
Shield	218
Armour	6.600

The attacking fleet fires 6 times for a total of 578.793 points of damage on the defender. The defender shields absord 479.595 points of damage.
The defensive fleet fires back 1 times for a total of 411.774 points of damage against the attacker. The attacker shields absorb 62.092 points of damage.


Type	Battlecruiser
Number	95
Weapon	639
Shield	510
Armour	7.700


Type	B.ship
Number	355
Weapon	902
Shield	233
Armour	6.600

The attacking fleet fires 3 times for a total of 60.714 points of damage on the defender. The defender shields absord 182.143 points of damage.
The defensive fleet fires back 1 times for a total of 320.210 points of damage against the attacker. The attacker shields absorb 48.488 points of damage.


Type	Battlecruiser
Number	57
Weapon	762
Shield	458
Armour	7.700


Type	B.ship
Number	355
Weapon	1.265
Shield	262
Armour	6.600

The attacking fleet fires 3 times for a total of 43.451 points of damage on the defender. The defender shields absord 130.353 points of damage.
The defensive fleet fires back 1 times for a total of 449.075 points of damage against the attacker. The attacker shields absorb 26.083 points of damage.



Destroyed!


Type	B.ship
Number	355
Weapon	1.232
Shield	222
Armour	6.600

Re: Nea Battle Engine: 2 Examples

#3
Btw, with the current engine the results would be like:

Tie in first battle: 10 rips remaining, 430 battleships remaining.
Defender wins in 2nd battle but with 480 battleships remaining. With new engine it may show 390 but in fact it is a good combat for the attacker. Normal result would be around 420 remaining. Still, the rapid fire shows its value.

Re: New Battle Engine: 2 Examples

#8
Id say make battle cruisers have more rf against battle ships considering the cost for bs are 70k metal and bc are 145 met (considering trade rates) so they cost is more than double so they should take out more than double the amount... Unless that was just an unlucky sim then Id say change it.
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Re: New Battle Engine: 2 Examples

#9
your trade rate info is 4:2:1,which is correct thru the merchant, but basic game rates are 3:2:1. I dont think its the point of cost ( except armor value). Moreso the purpose of the ships, BC are meant to be fast and effective against anything less than a Destroyer.

Why does everybody pick one single ship to go against another? This is where you have to LEARN a little bit, and figure out a BALANCE. Let me say that again....BALANCE of ships. Take for instance how many ships the BC does have RF and power over, vs the Battleship which only has RF over probes/sats and rocket launchers. Cruisers have the same RF but you can add the dreaded fodder of LF that no other ship has until you reach RIPS.

Heavy fighters have RF over SC, which makes them useless.

Bombers/Cruisers/DD will be the bane of defenses with a full combo over RL, LL and ships, along with fire power and shielding/amor sustainability. Guass Cannons/Plasmas for power and durability combined with Ions for price will be the only way to slow down fleeters at all, forcing them to build more bombers and slow down thier attempts at cracking your turtles.

Since there will be an influx in Bombers, more time will be spent on impulse engines to speed them up and more "mobile" planets/IPMing will take place to further reduce speed.

An mass building of espionage probes will take place for cheap fodder to confuse the RF, you may see up to 500k-1mil attached to an attack for this purpose.

And on and on and on. So lets focus on the Battle Engines RF and ALL of its aspects. Its not going to be as simple as BS/LF any more.



Have fun!